How to deploy an android game on Google Play Services from multiple workstations
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty{ height:90px;width:728px;box-sizing:border-box;
}
We would like to be able to build the apk from multiple machines without running certificate issues.
We have a Unity project that builds an android game apk. To do this it uses the SHA-1 signing-certificate fingerprint of the local machine to sign the apk found at C:Users[USER].androiddebug.keystore
thanks to the command :
keytool -exportcert -keystore path-to-debug-or-production-keystore -list -v
This certificate fingerprint is then given to the Google Play Services (GPS) so the apk can connect to it and make achivements/leaderboards/etc work.
But when another machine builds the apk (i.e. another developer) it is unable to connect to the GPS because it is expecting an apk built with the first given certificate fingerprint.
android unity3d certificate google-play-services sha1
add a comment |
We would like to be able to build the apk from multiple machines without running certificate issues.
We have a Unity project that builds an android game apk. To do this it uses the SHA-1 signing-certificate fingerprint of the local machine to sign the apk found at C:Users[USER].androiddebug.keystore
thanks to the command :
keytool -exportcert -keystore path-to-debug-or-production-keystore -list -v
This certificate fingerprint is then given to the Google Play Services (GPS) so the apk can connect to it and make achivements/leaderboards/etc work.
But when another machine builds the apk (i.e. another developer) it is unable to connect to the GPS because it is expecting an apk built with the first given certificate fingerprint.
android unity3d certificate google-play-services sha1
add a comment |
We would like to be able to build the apk from multiple machines without running certificate issues.
We have a Unity project that builds an android game apk. To do this it uses the SHA-1 signing-certificate fingerprint of the local machine to sign the apk found at C:Users[USER].androiddebug.keystore
thanks to the command :
keytool -exportcert -keystore path-to-debug-or-production-keystore -list -v
This certificate fingerprint is then given to the Google Play Services (GPS) so the apk can connect to it and make achivements/leaderboards/etc work.
But when another machine builds the apk (i.e. another developer) it is unable to connect to the GPS because it is expecting an apk built with the first given certificate fingerprint.
android unity3d certificate google-play-services sha1
We would like to be able to build the apk from multiple machines without running certificate issues.
We have a Unity project that builds an android game apk. To do this it uses the SHA-1 signing-certificate fingerprint of the local machine to sign the apk found at C:Users[USER].androiddebug.keystore
thanks to the command :
keytool -exportcert -keystore path-to-debug-or-production-keystore -list -v
This certificate fingerprint is then given to the Google Play Services (GPS) so the apk can connect to it and make achivements/leaderboards/etc work.
But when another machine builds the apk (i.e. another developer) it is unable to connect to the GPS because it is expecting an apk built with the first given certificate fingerprint.
android unity3d certificate google-play-services sha1
android unity3d certificate google-play-services sha1
edited Jan 4 at 16:15
flyingdutchman
asked Jan 4 at 16:07
flyingdutchmanflyingdutchman
509
509
add a comment |
add a comment |
0
active
oldest
votes
Your Answer
StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f54042446%2fhow-to-deploy-an-android-game-on-google-play-services-from-multiple-workstations%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
0
active
oldest
votes
0
active
oldest
votes
active
oldest
votes
active
oldest
votes
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f54042446%2fhow-to-deploy-an-android-game-on-google-play-services-from-multiple-workstations%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown