Samsung store will reject Unity apps because of device volume and device back buttons

Just a heads up to anyone who is thinking about submitting stock unity games to the official Samsung store…

  1. If the device volume keys do not change the volume in the game … your submission will fail
  2. If the device back button does not exit the game … your submission will fail

As far as I can tell Unity does not have any means to interpret these device buttons by default although im sure a custom plugin could be built to handle this though. Does anyone know if such a plugin has already been built ??

oh and just in case you have any human characters in the game who are wearing shorts or tshirts … make sure to deselect Iran as a country of deployment ( I left it to select all ) and this was also deemed as a fail :

hth

By default volume keys works fine on Unity Android, you should check your code/plugins.

IIRC you can override the back button with Input.GetKeyDown(KeyCode.Escape) == true. You don’t need to exit the game per se, for example you can show a confirmation dialog and then exit, it’s up to you.

Good to know the device back button is mapped to the escape key , I didnt know that.

For the volume , my dad has a pipo tablet that has physical volume controls and that works fine , it just controls the android OS volume , no problem.

But they sent me a video of them testing on a Galaxy Camera ( wtf? ) and they are pointing out the zoom wheel which must act as volume control when playing the game does not control the volume. So its not exactly as clear cut as you think.

here is the actual video they sent me :

Same problem for me, Samsung rejected the app because volume buttons on android camera won’t work.
“Unable to control volume by SIDE key”, Premium Galaxy (HD)
Is this a known Unity3D bug ? Could we write a plugin to support the buttons ? I never had my hands on such a device.

Have you guys submitted a bug report? This really needs to get fixed.

+1 this. They seem to test on all sorts of weird devices, cameras and the like. Here is the exact rejection text they give you:

From a “Galaxy Camera Wi-Fi (HD)”.

AFAIK unity doesn’t provide any interfacing with the Android volume keys? (I always assumed they went direct to the OS, but apparently not?) Until this is addressed it seems impossible for any Unity apps to get past this hurdle onto the Samsung App Store.

I’ll also add that they’ll reject your app if it doesn’t work on “HomeSync” (which appears to project your app onto a TV with a cursor) because menus do not seem to respond to Touch events on HomeSync.

Just remove the Galaxy Camera and this kind of devices, actually who buy an Android game for a Galaxy Camera? It makes non-sense for me and I strongly believe the sales for Galaxy Camera on games are really really low in comparison to other devices like Galaxy Nexus, Galaxy S3, etc.

If you mark all their Samsung devices to test you will encounter this kind of problems and will slow your submission a lot.

Aim for the most common Samsung phones, once approved then you can go back and re-submit for more phones/devices to test.

Samsung also rejected me, when sound controls crash the app in Galaxy Camera ?

Anyway, I just played your game in my galaxy s2, its awsome, its very good. I have one question how did you make your balls rigidbody not go trough things ? I am making a golf game, if my ball is goes to fast it goes trough other colliders time to time, there is also some penetration issues.

Any tip would be great
Best luck.

they rejected me as well seem really picky.

BTW I use this bit of code to exit the game from the button

function Update(){
if(Input.GetKeyDown(“Escape”)){
Application.Quit();
}

}

I have not yet submitted a game to the Samsung store, but have any of you guys submitted a bug report to Unity?

Same here, rejected by Samsung because of the sound volume of Samsung Galaxy Camera.
Any news from Unity ?

As jvil mentioned just remove the camera from the device list. Unity sound is handled perfectly well by the OS on all other devices it seems. Samsung camera … you suck!

@moribitoMT I have my rigidbody collision set to continuous dynamic for the ball and have a global penetration value of 0.001 I think. Its not perfect though and every now and then the ball does get stuck in some geometry but never moves through it. I have realized its at any sharp corners or thin edges. There is a script on the Unity wiki to prevent a rigidbody moving through a collider using raycasts perhaps check that out and see it it helps you.

If you are experiencing a problem with a device please submit a bug report and reply here with the bug case number. Thanks!

This is what I received today from two games submitted last week:

However, I did implement the Back button, as it works on my Nexus 7 and Kindle Fire for Android (also working for Windows and Windows Phone 8 ). My problem is that I do not have any Samsung devices to test on. Has anyone been able to actually get Application.Quit() to function on a Samsung device? Is anyone able to confirm that the back button on a Samsung device is still even mapped to KeyCode.Escape?

Also, I too got the volume notice for the Galaxy Camera. I am just going not publish for it next time around.

Thanks for the heads up, interesting thread.

I also have this problem, if anyone find how to fix it, please write it here.

very interesting
look at me

The sumsung always test games on wierd devices.

And unfortunally ,there is no (cemera(HD))devices listed on the upload section.How can I exclude it.

Hello Everyone!

  1. I have the same problem with the Galaxy Camera as well!

  2. Second problem is, that “The application has failed to be deleted.”…?
    (It is interesting, because this occured on just a few devices, then I don’t understand why it happened to work properly on most of them? )

My question is : How can I include/exclude test devices? I can check only resolution(s) in the “Binary Device
=> Binary Upload” menu!

HI all I see this thread is still going …

I gave up on the Samsung store after a few rejections in a row…

@yurilin1 The samsung galaxy camera can be excluded in the settings

@mldesanctis The key code “escape” worked for me at the time i was trying to submit using unity 3.5x , I can not speak for newer versions of unity if anything has regressed or still works fine.

The last time I did a submission before giving up, I had got passed these problems … hooray … and then they sent 2 brand new ones :

One issue was about the application not closing without saving properly. The only saving structure used in my game was playerprefs so In hindsight I think this could be that there was calls to write data to playerprefs without explicitly calling save afterwards. Perhaps this could have been resolved by calling save in the application quit “keycode escape” handler… I’m just guessing here

The other error was really why I gave up… I had a custom text shader (nothing fancy) to handle clipping of some scrollable text in my menu system… works on all android devices I tested , even my single core mali400 cheap Chinese 7inch but for some reason unknown… using one of their test devices the text did not display properly in this scrolling area.

Since Unity has 2 or 3 newer version of their IDE , and they squash many bugs with each new release It would not make sense to submit a bug that has not been tested in the newest version of unity as well.

But in the name of science and perhaps to maintain a central area to report Unity to Samsung store issues … I will go look if they still have the error report videos and documents for these last two issues I mentioned and post the details here.