Closed glerikud closed 7 years ago
Release builds need to be signed to be installed on a device. We use the android naming conventions for builds. Unless your actually publishing the build use debug
On 20 May 2017 12:06 pm, "glerikud" notifications@github.com wrote:
Problem description
I just did a quick testing for the APK build service with one of my older projects and while the debug build installs and work just as intended, the release build gives me the "APP not installed." error when I try to install it.
I tested it on 2 Android devices:
- Lenovo IdeaPad 3 (Android 6, ARM)
- Asus ZenFone 2 (Android 5, x86)
Attach a .c3p
Here's a zip file containing the project and the built release APK file: https://www.dropbox.com/s/cvpu5au98tctp7p/raktari_rend_c3_bug.zip?dl=0 Steps to reproduce
- Open the project and export it for Cordova (Deduplicate images, Recompress images, Minify script all set to true) for Android 5+ (all checkboxes are false in that window).
- Build the project for release.
- Try to install the APK file.
Observed result
The Android device won't install the APK file with the warning: "APP not installed.". Expected result
The Android device should install the application just like it does then the user builds with the debug release option. Affected browsers
- Chrome: yes
System details View details
Platform information Browser: Chrome Browser version: 58.0.3029.110 Browser engine: Blink Browser architecture: 64-bit Context: webapp Operating system: Windows Operating system version: 10 Operating system architecture: 64-bit Device type: desktop Device pixel ratio: 1 Logical CPU cores: 4 User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3029.110 Safari/537.36 C3 release: r29.2
Local storage Storage quota (approx): 15 gb Storage usage (approx): 116 mb (0.8%) Persistant storage: Yes
Browser support notes This list contains missing features that are not required, but could improve performance or user experience if supported.
WebGL 2+ is not supported. Rendering quality and features may be affected. CSS element() is not supported. Backdrop filters are not supported. Some UI effects are disabled. WebGL information Version string: WebGL 1.0 (OpenGL ES 2.0 Chromium) Numeric version: 1 Supports NPOT textures: partial Vendor: Google Inc. Renderer: ANGLE (Intel(R) HD Graphics 4000 Direct3D9Ex vs_3_0 ps_3_0) Major performance caveat: no Maximum texture size: 8192 Point size range: 1 to 256 Extensions:
ANGLE_instanced_arrays EXT_blend_minmax EXT_frag_depth EXT_shader_texture_lod EXT_texture_filter_anisotropic WEBKIT_EXT_texture_filter_anisotropic OES_element_index_uint OES_standard_derivatives OES_texture_float OES_texture_float_linear OES_texture_half_float OES_texture_half_float_linear OES_vertex_array_object WEBGL_compressed_texture_s3tc WEBKIT_WEBGL_compressed_texture_s3tc WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBKIT_WEBGL_depth_texture WEBGL_lose_context WEBKIT_WEBGL_lose_context Audio information System sample rate: 192000 Hz Output channels: 2 Output interpretation: speakers Supported decode formats:
Ogg Opus (audio/ogg; codecs=opus) WebM Opus (audio/webm; codecs=opus) Ogg Vorbis (audio/ogg; codecs=vorbis) WebM Vorbis (audio/webm; codecs=vorbis) MPEG-4 AAC (audio/mp4; codecs=mp4a.40.5) MP3 (audio/mpeg) FLAC (audio/flac) PCM WAV (audio/wav; codecs=1) Supported encode formats:
WebM Opus (audio/webm; codecs=opus) Video information Supported decode formats:
WebM VP9 (video/webm; codecs=vp9) WebM VP8 (video/webm; codecs=vp8) Ogg Theora (video/ogg; codecs=theora) H.264 (video/mp4; codecs=avc1.42E01E) Supported encode formats:
WebM VP9 (video/webm; codecs=vp9) WebM VP8 (video/webm; codecs=vp8)
— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/Scirra/Construct-3-bugs/issues/290, or mute the thread https://github.com/notifications/unsubscribe-auth/AIoe2e_cTvRauUUZ1DWgOFOLaBn7TpeMks5r7skygaJpZM4NhRC7 .
Thanks for clearing that out. Then my question is: Will Scirra provide an online signing method or a detailed tutorial on the topic? Using the APK Signer application is not that hard, but I can imagine this process will pose many issues for beginners if not supported/documented well.
I would not want to have Scirra host my Keystore to be honest. Besides, I don't think it's viable to ask Scirra to store anything on their server due to extra cost and neither do they want us to hold them accountable for missing or stolen Keystores. And yes I do know other services like Ludei does it but still.... would just sign at my own discretion for obvious reasons.
Hmm, valid points there. Then the only thing missing is a detailed documentation on signing the apks for beginners.
We're still discussing the options internally for signing app packages. One of the reasons that you can only produce projects for iOS currently is the complexity and security implications of dealing with a user keystore and application certificates.
I think it's safe the say that you can expect to see at least a tutorial on how to sign an APK and the practical differences between the debug and release options at some point in the future.
Until then:
debug builds can be installed on a device with developer mode enabled, but cannot be published to the store. These do not require signing.
release builds cannot be installed on a device as is. First they must be signed and then uploaded to the play store. The 2 tools required to sign an APK are apksigner and zipalign, which are part of the android SDK. To use apksigner you will need to have a private developer key, which can be generated with the JDK keytool program. Provided you are comfortable with the command line these are relatively easy tools to use, if a little wordy, but we appreciate that this isn't very user friendly.
Thank you for informing me. Then I'd like to suggest a few things regarding the future tutorial:
@glerikud I'm hoping I'll get a change to spruce up the UI around the exporter, it's rather umm... workman like at the moment. I would expect that a help button will find it's way onto that dialog as well.
Someone I was talking to on the forums also mentioned that tool, I haven't reviewed it yet as I'd got the command line signing working quite well for me. It looks quite promising.
In my experience getting it to work from the official guides can sometimes be a bit hit and miss, Google's documentation often seems to skip a few steps in my experience...
Problem description
I just did a quick testing for the APK build service with one of my older projects and while the debug build installs and work just as intended, the release build gives me the "APP not installed." error when I try to install it.
I tested it on 2 Android devices:
Attach a .c3p
Here's a zip file containing the project and the built release APK file: https://www.dropbox.com/s/cvpu5au98tctp7p/raktari_rend_c3_bug.zip?dl=0
Steps to reproduce
Observed result
The Android device won't install the APK file with the warning: "APP not installed.".
Expected result
The Android device should install the application just like it does then the user builds with the debug release option.
Affected browsers
System details
View details
Platform information Browser: Chrome Browser version: 58.0.3029.110 Browser engine: Blink Browser architecture: 64-bit Context: webapp Operating system: Windows Operating system version: 10 Operating system architecture: 64-bit Device type: desktop Device pixel ratio: 1 Logical CPU cores: 4 User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3029.110 Safari/537.36 C3 release: r29.2 Local storage Storage quota (approx): 15 gb Storage usage (approx): 116 mb (0.8%) Persistant storage: Yes Browser support notes This list contains missing features that are not required, but could improve performance or user experience if supported. WebGL 2+ is not supported. Rendering quality and features may be affected. CSS element() is not supported. Backdrop filters are not supported. Some UI effects are disabled. WebGL information Version string: WebGL 1.0 (OpenGL ES 2.0 Chromium) Numeric version: 1 Supports NPOT textures: partial Vendor: Google Inc. Renderer: ANGLE (Intel(R) HD Graphics 4000 Direct3D9Ex vs_3_0 ps_3_0) Major performance caveat: no Maximum texture size: 8192 Point size range: 1 to 256 Extensions: ANGLE_instanced_arrays EXT_blend_minmax EXT_frag_depth EXT_shader_texture_lod EXT_texture_filter_anisotropic WEBKIT_EXT_texture_filter_anisotropic OES_element_index_uint OES_standard_derivatives OES_texture_float OES_texture_float_linear OES_texture_half_float OES_texture_half_float_linear OES_vertex_array_object WEBGL_compressed_texture_s3tc WEBKIT_WEBGL_compressed_texture_s3tc WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBKIT_WEBGL_depth_texture WEBGL_lose_context WEBKIT_WEBGL_lose_context Audio information System sample rate: 192000 Hz Output channels: 2 Output interpretation: speakers Supported decode formats: Ogg Opus (audio/ogg; codecs=opus) WebM Opus (audio/webm; codecs=opus) Ogg Vorbis (audio/ogg; codecs=vorbis) WebM Vorbis (audio/webm; codecs=vorbis) MPEG-4 AAC (audio/mp4; codecs=mp4a.40.5) MP3 (audio/mpeg) FLAC (audio/flac) PCM WAV (audio/wav; codecs=1) Supported encode formats: WebM Opus (audio/webm; codecs=opus) Video information Supported decode formats: WebM VP9 (video/webm; codecs=vp9) WebM VP8 (video/webm; codecs=vp8) Ogg Theora (video/ogg; codecs=theora) H.264 (video/mp4; codecs=avc1.42E01E) Supported encode formats: WebM VP9 (video/webm; codecs=vp9) WebM VP8 (video/webm; codecs=vp8)