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Android publishing process alias
Hello,
I have installed and done the following:
Unity3D 3.5.0 with android export license
jdk1.7.0_03 (tried both x86 and x64 versions, also tried JDK 1.6)
Apache Ant
Set up environment variables for both ANT and JAVA
Android SDK all versions possible as of current date
Linked Android SDK to Unity3D in preferences
Created a keystore with password, created an alias with password, but I did not put in an Android Market Licensing (LVL) public key. (this failed so I created another keystore, double and then triple checked the alias and keystore password, which also failed)
Set minimum API Level to 2.3.1 (test device runs 2.3.3)
Unchecked development build in Build Settings
Righty, after all the above (please forgive me if I have missed anything) I press compile and the APK does compile. I then upload .apk to webserver and then download to device, and then press install on Android Device 2.3.3. When I select a sign off alias and enter the password after compiling (which Unity3D states has compiled successfully) and then attempt to install the .apk to device it says Application Not Installed.
However when I do not select an alias and select Unsigned(debug) it does allow to install to device, and the game runs successfully.
How can I amend this so that the .apk is correctly signed off using both keystore and alias and successfully installs to device?
Many thanks and much appreciation :)
Bub
I'm having pretty much the exact same problem.
I found this thread which says to use JD$$anonymous$$ 6: http://forum.unity3d.com/threads/100334-Install_parse_failed_no_certificates
But even using JD$$anonymous$$ 6 I still can't install my application when I sign it. I can't figure out what's wrong.
EDIT: I found out the cause of my problem. I needed to uninstall the debug version of the app before I could install the signed app. You can't install a new version of an app over an older one if their certificates don't match.
Answer by bubfowkes · May 03, 2012 at 05:08 PM
Righty! Here is how I figured it out after losing many coffee cups that were smashed in anger over this, this is no lie.
Install these:
Java SE Development Kit 6u14 (look here for download: http://www.oracle.com/technetwork/java/javasebusiness/downloads/java-archive-downloads-javase6-419409.html look here for tutorial of how to link to env var: http://vietpad.sourceforge.net/javaonwindows.html)
Install Android 3.4 and up with either $400 droid or $1500 droid.
Install Ant: http://ant.apache.org/bindownload.cgi (link Ant to your environment variable http://www.youtube.com/watch?v=XJmndRfb1TU )
Install droid SDK from google: http://developer.android.com/sdk/index.html (I think 2.2 is alright for me for dev as it allows openGL ES 2.0, but you do technically cut out more than 5% of the market due to owners having 2.1 or below, your choice on that)
Open Unity3D in admin mode, create a new project (sometimes I have found that 2.x projects simply will not compile at all after upgrade)
do this: Edit > Preferences In the android SDK location box link to where you installed the sdk, on win 7 x86 should be C:\Program Files (x86)\Android\android-sdk)
do this: Edit > Project > Player In the inspector click Publishing Settings. Create a new keystore by ticking the checkbox Create New Keystore, tap in your passwords twice in the password boxes and then pressing the button that says Browse Keystore. In the dialog box that opens save the keystore with the .keystore ext. Create an alias by clicking the combo box and pressing create new key. Fill in the fields (Google Market MUST have a minimum of 50 years validity for successfull upload, stick 1000 in there you'll be fine ;) If you have an LVL put that in as well, that's in your Google Play user profile settings.
do this: Edit > Project > Player In the inspector click Other Settings. Change the bundle identifier to reflect your project. Put in bundle version. Select Min API Level.
do this: Create a game (lol) File > Build Settings... Click build. Name your .apk in the dialog box.
Wait until compile, then put it on device by webserver, usb, bluetooth etc etc Install on device, provided you have compatible device, should now work.
Please please please if you having problems get back and we'll go deeper in the process.
Peace for now ;)
Answer by bubfowkes · May 03, 2012 at 05:06 PM
Righty! Here is how I figured it out after losing many coffee cups that were smashed in anger over this, this is no lie.
Install these:
Java SE Development Kit 6u14 (look here for download: http://www.oracle.com/technetwork/java/javasebusiness/downloads/java-archive-downloads-javase6-419409.html look here for tutorial of how to link to env var: http://vietpad.sourceforge.net/javaonwindows.html)
Install Android 3.4 and up with either $400 droid or $1500 droid.
Install Ant: http://ant.apache.org/bindownload.cgi (link Ant to your environment variable http://www.youtube.com/watch?v=XJmndRfb1TU )
Install droid SDK from google: http://developer.android.com/sdk/index.html (I think 2.2 is alright for me for dev as it allows openGL ES 2.0, but you do technically cut out more than 5% of the market due to owners having 2.1 or below, your choice on that)
Open Unity3D in admin mode, create a new project (sometimes I have found that 2.x projects simply will not compile at all after upgrade)
do this: Edit > Preferences In the android SDK location box link to where you installed the sdk, on win 7 x86 should be C:\Program Files (x86)\Android\android-sdk)
do this: Edit > Project > Player In the inspector click Publishing Settings. Create a new keystore by ticking the checkbox Create New Keystore, tap in your passwords twice in the password boxes and then pressing the button that says Browse Keystore. In the dialog box that opens save the keystore with the .keystore ext. Create an alias by clicking the combo box and pressing create new key. Fill in the fields (Google Market MUST have a minimum of 50 years validity for successfull upload, stick 1000 in there you'll be fine ;) If you have an LVL put that in as well, that's in your Google Play user profile settings.
do this: Edit > Project > Player In the inspector click Other Settings. Change the bundle identifier to reflect your project. Put in bundle version. Select Min API Level.
do this: Create a game (lol) File > Build Settings... Click build. Name your .apk in the dialog box.
Wait until compile, then put it on device by webserver, usb, bluetooth etc etc Install on device, provided you have compatible device, should now work.
Please please please if you having problems get back and we'll go deeper in the process.
Peace for now ;)
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