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How does Unity use the Android Market Licensing (LVL) Public Key entry in player settings?
This isn't a "how do I use android LVL". I already am aware of that. I noticed this field in the player settings but it's not documented (or I can't find documentation) anywhere on how this field is used at all.
Anybody know?
So, is no one aware what this field is used for in Unity, or how Unity uses this field?
I've noticed that this option is no longer available on Unity 4 so I'm guessing the answer for Unity 3.5 was "nothing"?
Does this setting even exist today? Under Publishing Settings I could find only 2 basic fields $$anonymous$$eystore file and passwords. And it seems like, without those, the AP$$anonymous$$ won't be accepted on Android Store, so it'd be pretty useful.
No, it's not in Unity 4 any more. I'll close the question.
Answer by hvilela · Aug 31, 2012 at 02:15 PM
File -> Build Settings -> Player Settings -> Publishing Settings -> Android Market Licensing (LVL)
Thanks for the time, but what I was seeking is how Unity uses this information. It's not documented anywhere.
So your doubt is not about Unity, but about Android $$anonymous$$arket (now Google Play).
http://developer.android.com/guide/google/play/licensing/overview.html
No, hmm, I'm not expressing myself clearly.
I know about Google Play licencing, I've previously implemented it. What I want to know is what is the point in filling this field in Unity Player Settings? You don't need to enter it to publish. You don't need to enter it if you create your own licence check plugin. You can't access the field from script.
So what's the point? What does it do?
It doesnt do anything and hence has been removed in Unity 4.