My man, you are exactly what youtube tutorials should be, not skiping even the little details because its all important. If we could get a tutorial abouts ads and IAP from you it would be awesome. Thank you!
This video was PERFECT. Thank you so much. Please never take down this video, as I will be using it for every Android app I publish for as long as the method remains the same.
I am trying to setup a closed test to get my account out of dormancy so I don't lose access to my Google Play Developer account... While following your steps I noticed 2 issues I came across. Under the "Project settings in Unity, under Player where it says TARGET ARCHITECTURES mine had x86 (Chrome OS) checked." This caused an error saying "This release is not compliant with the Google Play 64-bit requirement" to fix the issue I had to Build my AAB without it checked and it worked. The other issue I found was API LEVEL 30 Required. To fix this I had to install Android Studio and by default it installed API 31 but I downloaded 30 as well incase of any issues. I had to open Android studio copy the path directory to locate the files, go back into Unity "Edit>Preferences>External Tools" then scroll down to the SDK File Path copy that and I just copy/pasted the Level 30, and 31 APIs from the android studio file path to Unity's and it let me build and upload my AAB to the Google Play Console. I have never personally submitted any of my projects to google yet... I purchased the Developer license in advance while learning and teaching myself how to code and create a game. I would like to say thank you though this video did help me out tremendously. Edit: Incase others didn't already know this the Open and Closed testing tracks go through a google review process, if you want to test the game on a separate phone you need that Google Account added as a tester, and then go to Testing>Internal Testing>Testers Tab then scroll down and click Copy Link & share it directly with your testers. For some odd reason I never received Emails directly after rolling out my internal releases. I enjoyed being able to test my prototype without Unity Remote.
What happens if my aab is over 150mb, I've been reading about Play Asset Delivery but I think it's a bit complicated, could you make a video about apps that exceed this limit? Thanks
Nice tutorial. Really. Thank you. Can you make an update video - What to set in new section Data Safety in Google Play Console in if you use Unity and Google Ads?
hi, i have error while publish to .aab IL2CPP error for type 'UnityEngine.Experimental.Rendering.RenderPipeline' in assembly 'C:\Users\user\Desktop\AR\Backup AR vir\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll' Additional information: Exception has been thrown by the target of an invocation. any solution for that issue?
Important note ad list according to right now (21/7/22), make sure in the project settings to also set the android API to 31 or above as google as of august 22 will demand it to be so. For me, in unity, it was set by default to API 19, and I had to rebuild the project app bundle because of it. Edit: also make sure to check the android manifest in project settings, then in the file under activity add the line android:exported="true"
Mine was set to API 19 I started the full roll out for closed testing on the 19th of july atm it still says in review. Do you know how long it normally takes to complete review?
This is a great guide! One thing is that the importance of the keystore is not stressed very much. To those publishing their first app, note that if you ever lose either password from your keystore you will not be able to update your app without going through a lengthy keystore replacement process with Google. Thank you very much for this very informative guide!
if i want my game with ads and free and with purchase option using IAP, can i upload directly the app using version 1, or I have to upload first with ads, and a version 2 with purchase option????
Hello. I did all like your video but I have a problem and I cant figure out. At 19:58 from you tutorial, you press ADD FROM LIBRARY and you find the game app. In my google play console, the game is not uploaded on library and when I try to upload again, I got error "is already used, try another one". How to fix this? Please help me. Thank you!
Thank you thank you so much this video really help me really thanks bro., you are really helpful man..., If you weren't there I could hardly upload my game, But you were that's why I uploaded my game easily., Thank you so much.., Thanked by Start AND PLay
I can't seem to export my apk build. Every time i build, i get a *debuginformation do not ship* file instead of the apk. I also get a buildmethod error in the bottom right unity screen. I know each unity version needs a specific config/files to export, but I can't find the right config set up for the version im using. *2021.325*
first of all i want to thank you for your great and informative helpful videos, but may i ask you would you mind making a video of the techniques we can use to publish a game that is larger than 150 mb like using play asset delivery (PAD) i really do not know how to move assets out of the build and how to use them later and will this slow down my app while using it by the enduser
Thank you for appreciation and your suggestion. We are in fact planning to make a separate video about publishing builds that exceed 150mb, but at this point we're investing most of our time in the video series where we will show the process of creating the game we're publishing in this video; so we can't really promise to deliver a video that you're requesting any time soon
Boys, thank you very much. It is the best publishing video that I have seen before. May I ask you do something same for best Android build configuration? Currently, my game support only 1400 devices, is it possible to configure it for more devices types? Or 1400 devices is ok?
Great video, really helpful. wish you the best of luck to keep making these kind of content. oh, I should mention that for me, the app became available in the store only after the review is complete. Even though testing they didn't gave the chance to see it in the store. After reviewing is complete they will show you the app with all approved content ( if something is not approved, they will send you an E-mail about it in my case, it was the privacy policy link) Not like in the video, You must add a privacy policy link other wise there will be errors.
Thanks for the video and all but why my device catalog only allow 66devices and I cant include more devices? And yes I already did all the needed process. please answer.
Firstly thanks for video. I have a issue, my ads dont work if i check release from minify. I have not any error everythings okey. Ads work in engine but not work apk. Do you have a solve, thanks.
Hello, I have a problem. When I try to upload my mapping.txt file in the Google Play Console there is an error "Upload error. Please try it again.". I tried it again more than 10 times but it didnt work. Do you know what I should do?
As silly as it might sound, try restarting your browser. sometimes it helps with weird error if not, you can post screenshots of what's happening in our Facebook group
Burh, you could have us a warning about the "rejection" due to emoji / symbol before telling us to click on publish. Why did you say it after???? I was following along and I uploaded emoji into my listing, now I have to wait couple of days to be rejected. But anyways, thanks for the video.
Hi first of all thanks for your awesome video I am getting 3 errors when I press build I don't know why. I am using new version now This game was build in old version can you please help ? one error is : Build completed with a result of 'Failed' in 14 seconds (13970 ms) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Most likely, that's because of the graphics assets (images, videos). If your build isn't significantly larger than 150MB, you could reduce the size of some assets. If you can't/don't wanna do that then taking the assets out of the project and make them downloadable at runtime might be the only option
Hello, I threw, the game is approved, now I am downloading the game from google play android device, when I click, the game is stopped, it says open again, it says open again, it gives the same error again, there is no error, bug, etc. in the game, I wonder what I did wrong, if you have any information about it, I would be very happy if you share it with me.
Most likely, that's because of the graphics assets (images, videos). If your build isn't significantly larger than 150MB, you could reduce the size of some assets. If you can't/don't wanna do that then taking the assets out of the project and make them downloadable at runtime might be the only option
Thank you so much Mr programming, I f I get stuck in this process can you walk me through it on discord screenshare in my unity? Ill make you props for your game in return
hey great tutorial, i just have a small concern though - when i build my app, everything is fine except my mapping file is empty (0 KB) for some reason. i followed everything in the video step-by-step up to 12:35, which then google rejects the file 'cause it's empty. so i have a couple of questions - - could project version have something to do with it? my minify options are slightly different in v2019.2.2f1 compared to yours, so idk if that has something to do with it. i'd like to keep my project version the same throughout development though - is it necessary to upload this mapping file in the first place? or can this be skipped? i'm not entirely sure on what it does still
Hi. AFAIK, your submission won't be accepted without a mapping file, which is used to basically make your code leaner, but you can try submitting without uploading the file and see if it goes through. It's hard to tell why your mapping file is 0kb. You can post a screenshot of your Player Settings in our FB group and we'll take a look
This is an extremely helpful tutorial! At around 7:08 you mention it's okay to let Google handle your app signing, especially if Google Play is the only place it's being published. Is it still okay to press continue here even if we are publishing on iOS too? Or should I be using my own key at this point?
I believe I answered my own question: If you also distribute your app outside of Google Play, or plan to later, and want to use the same signing key, you have two options: Either let Google generate the key (recommended) and then download a signed, universal APK from the App bundle explorer to distribute outside of Google Play.
I can't even begin to express how thankful I am for this video.
Glad it helped
with u
Same
My man, you are exactly what youtube tutorials should be, not skiping even the little details because its all important.
If we could get a tutorial abouts ads and IAP from you it would be awesome. Thank you!
This video was PERFECT. Thank you so much. Please never take down this video, as I will be using it for every Android app I publish for as long as the method remains the same.
I really appreciate this video - without your help I wouldn't be able to publish my first game :D
Thanks so much!
You're very welcome. Glad it helped
Oooo :D
@@mementoanimatori6958 whats it called ? :)
can i try ur game? *pls gimme name*
Fantastic video. Very informative, covered all the bases, couldn't have asked for more. Thank you very much MrM!!!
Glad it was helpful!
Im surprised this dosn't have more views. 10/10
thank you so much !
جيت من مقطعك و لقيتك هنا هههههه
could you please update the video with the new Data safety i'm using unity ads and unity don't provide a documentation for it like apple section
Super clean video! Loving the clear pronunciation
Thank you!
wow didnt know its that complicated thanks for the explanation.
Thank you for all the details you give in this video
I am trying to setup a closed test to get my account out of dormancy so I don't lose access to my Google Play Developer account... While following your steps I noticed 2 issues I came across.
Under the "Project settings in Unity, under Player where it says TARGET ARCHITECTURES mine had x86 (Chrome OS) checked." This caused an error saying "This release is not compliant with the Google Play 64-bit requirement" to fix the issue I had to Build my AAB without it checked and it worked.
The other issue I found was API LEVEL 30 Required. To fix this I had to install Android Studio and by default it installed API 31 but I downloaded 30 as well incase of any issues. I had to open Android studio copy the path directory to locate the files, go back into Unity "Edit>Preferences>External Tools" then scroll down to the SDK File Path copy that and I just copy/pasted the Level 30, and 31 APIs from the android studio file path to Unity's and it let me build and upload my AAB to the Google Play Console.
I have never personally submitted any of my projects to google yet... I purchased the Developer license in advance while learning and teaching myself how to code and create a game. I would like to say thank you though this video did help me out tremendously.
Edit: Incase others didn't already know this the Open and Closed testing tracks go through a google review process, if you want to test the game on a separate phone you need that Google Account added as a tester, and then go to Testing>Internal Testing>Testers Tab then scroll down and click Copy Link & share it directly with your testers. For some odd reason I never received Emails directly after rolling out my internal releases. I enjoyed being able to test my prototype without Unity Remote.
Well done, but this is for a small size game(less than 150 MG). My game is 600 Megabytes more?
Did you find any solution? if then please tell us the way
What happens if my aab is over 150mb, I've been reading about Play Asset Delivery but I think it's a bit complicated, could you make a video about apps that exceed this limit? Thanks
In Publishing setting, split application binary check
Did you find any solution? if then please tell us the way
@@JayPatel-bk1ub no use bro using split application binary, there is no option for upload obb file in console.
Thank you very much.I just sumbitted
Nice tutorial. Really. Thank you. Can you make an update video - What to set in new section Data Safety in Google Play Console in if you use Unity and Google Ads?
Hello,
Can you make a tutorial video on how to build update and upload for review in playstore?
Thank you for such an incredible detailed and helpful guide! Million thanks!
Thanks! Glad it was helpful!:)
Super good video 10/10
Only the mapping script can't be load why? They said try again?....
Hey thanks again for the video! can you make a video explaining how to fill the new Data Safety on google console?
hi, i have error while publish to .aab
IL2CPP error for type 'UnityEngine.Experimental.Rendering.RenderPipeline' in assembly 'C:\Users\user\Desktop\AR\Backup AR vir\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.dll'
Additional information: Exception has been thrown by the target of an invocation.
any solution for that issue?
So I can't publish game by apk... Why? Because did the Google play change the rule...?
Important note ad list according to right now (21/7/22), make sure in the project settings to also set the android API to 31 or above as google as of august 22 will demand it to be so.
For me, in unity, it was set by default to API 19, and I had to rebuild the project app bundle because of it.
Edit: also make sure to check the android manifest in project settings, then in the file under activity add the line android:exported="true"
Mine was set to API 19 I started the full roll out for closed testing on the 19th of july atm it still says in review. Do you know how long it normally takes to complete review?
Also what happens if I dont change the API TO 31?
@@no_cap2499 It can take a few days if something was wrong
@@no_cap2499 It just didn't let me upload the app bundle untill i changed to the API31 and added the android:exported line
@@MrSmoofist thanks for the info, it acgually allowed me to upload the bundle with api 19 but in the future ill use 31
Thanks bro you are really a life saviour
Thanks for your comment! Glad it was helpful
NIce, it was step by step video :)
It was helpful , Thanks :)
I really appreciate these tutorials thank you mr M
Plz make video on how to update games
And how to publish it
Sure! At some point
thanks, man!
This video helped me a lot. Thank you!
Thank you That was the content I was looking for!
This is a great guide! One thing is that the importance of the keystore is not stressed very much. To those publishing their first app, note that if you ever lose either password from your keystore you will not be able to update your app without going through a lengthy keystore replacement process with Google. Thank you very much for this very informative guide!
If you just want to generate the apk for personal use, do you need the keystore? Also...would a vpn interfere in building the apk?
@@muajin nope, just a problem for app store published builds
Very useful video, thanks!
if i want my game with ads and free and with purchase option using IAP, can i upload directly the app using version 1, or I have to upload first with ads, and a version 2 with purchase option????
THANK YOU FOR SAVING ME FROM HAVING A MENTAL BREAKDOWN FROM THAT LOL😅(No Seriously)
Hello. I did all like your video but I have a problem and I cant figure out.
At 19:58 from you tutorial, you press ADD FROM LIBRARY and you find the game app.
In my google play console, the game is not uploaded on library and when I try to upload again, I got error "is already used, try another one". How to fix this?
Please help me. Thank you!
increase build number from other setting in unity
Thank you thank you so much this video really help me really thanks bro.,
you are really helpful man...,
If you weren't there I could hardly upload my game,
But you were that's why I uploaded my game easily.,
Thank you so much..,
Thanked by
Start AND PLay
Glad it was helpful!
How does some games in google play stores are 1gb - 2gb when maximum upload limit is 150mb?
realy thx for you're work ,t was so help full , you rock
glad it helped!
Very well explained. So thankfull that I can watch that for free!!
By this video, I solve the problem. Thank you so much!
Thank you
You're welcome!
Do you have a video explaining how to use the firebase testing for the app?
Very Very helpful, Thank you!!!!
Glad it was helpful! :)
very informative. thank you very much♥
Glad it was helpful!
I can't seem to export my apk build. Every time i build, i get a *debuginformation do not ship* file instead of the apk. I also get a buildmethod error in the bottom right unity screen. I know each unity version needs a specific config/files to export, but I can't find the right config set up for the version im using. *2021.325*
Thank You
How to make a privacy policy? Can you help us?
You can start off by looking at other developers' privacy policy on Google Play and use those as references
Thanks SO MUCH for this and IOS videos. Im extremly thanful.
what about Privacy policy?
first of all i want to thank you for your great and informative helpful videos, but may i ask you would you mind making a video of the techniques we can use to publish a game that is larger than 150 mb like using play asset delivery (PAD) i really do not know how to move assets out of the build and how to use them later and will this slow down my app while using it by the enduser
Thank you for appreciation and your suggestion. We are in fact planning to make a separate video about publishing builds that exceed 150mb, but at this point we're investing most of our time in the video series where we will show the process of creating the game we're publishing in this video; so we can't really promise to deliver a video that you're requesting any time soon
Did you find any solution? if then please tell us the way
good video, but I have a problem. My game is bigger than 150mb and I don't know how to upload my game with that limitation.
you can try Play Asset Delivery feature. or check the project to make sure you don't have unnecessary assets that take up a lot of space
i am getting this error
One or more of the auto-generated multi-APKs exceeds the maximum allowed size of 150 MB.
It means that your build is too large. To reduce its size, you need to move some of the assets out of the build and use them as external resources
Very nice and informative!!!
Thanks bro, Great help
Boys, thank you very much. It is the best publishing video that I have seen before. May I ask you do something same for best Android build configuration? Currently, my game support only 1400 devices, is it possible to configure it for more devices types? Or 1400 devices is ok?
Your Android App Bundle uses an upload certificate with a key that is too weak.
What should I do?
OMG Broo!! Thank you so so so so so much
Glad it was helpful, bro!:)
eally appreciate this video
Great video, really helpful. wish you the best of luck to keep making these kind of content. oh, I should mention that for me, the app became available in the store only after the review is complete. Even though testing they didn't gave the chance to see it in the store. After reviewing is complete they will show you the app with all approved content ( if something is not approved, they will send you an E-mail about it in my case, it was the privacy policy link) Not like in the video, You must add a privacy policy link other wise there will be errors.
so it means you also could't test the app before they reviewed the app for publishing? I'm trying to test before publishing but can't figure out how
Thanks buddy! It was really helpful!
Thanks for the video and all but why my device catalog only allow 66devices and I cant include more devices? And yes I already did all the needed process. please answer.
hi, for some reason I build my project to Android Studio and now I cant update my SDK, anybody know how can I fix this?
Unity and Playstore never made a tutorial how to do this?
Anyone have this error? CommandInvokationFailure: Unable to create keystore. Please make sure the location of the keystore is valid.
Hello why my application (aab) have always 400 mb and more ? pls help me
Your tutorial videos are very good!!
Firstly thanks for video. I have a issue, my ads dont work if i check release from minify. I have not any error everythings okey. Ads work in engine but not work apk. Do you have a solve, thanks.
Awesome Tutorial
Do we need to setup play games service to publish a game?
Thank you very much for making this video 👌
This is a great guide.
Thanks a lot.
Hello, I have a problem. When I try to upload my mapping.txt file in the Google Play Console there is an error "Upload error. Please try it again.". I tried it again more than 10 times but it didnt work. Do you know what I should do?
As silly as it might sound, try restarting your browser. sometimes it helps with weird error
if not, you can post screenshots of what's happening in our Facebook group
nice
Thanks
great tutorial. Just want to ask one thing real quick. Which Unity version are you using in this video ?
Bro how to add ads ?
great video thanks
Thank you!:)
Burh, you could have us a warning about the "rejection" due to emoji / symbol before telling us to click on publish. Why did you say it after???? I was following along and I uploaded emoji into my listing, now I have to wait couple of days to be rejected.
But anyways, thanks for the video.
Hi, how long did it take for your game to be publised? It would mean a lot if you could anwser, thanks!
I should pay that? we can't create free account?
Great Vid, but i have a problem:
When i build my game i get errors and i dont know how to fix them!
Hi first of all thanks for your awesome video I am getting 3 errors when I press build I don't know why. I am using new version now This game was build in old version can you please help ?
one error is :
Build completed with a result of 'Failed' in 14 seconds (13970 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
22:00 its just for me
Hey, what do I do if my AAB is too big, larger than 150 MB? How to publish it?
Most likely, that's because of the graphics assets (images, videos). If your build isn't significantly larger than 150MB, you could reduce the size of some assets. If you can't/don't wanna do that then taking the assets out of the project and make them downloadable at runtime might be the only option
Hello, I threw, the game is approved, now I am downloading the game from google play android device, when I click, the game is stopped, it says open again, it says open again, it gives the same error again, there is no error, bug, etc. in the game, I wonder what I did wrong, if you have any information about it, I would be very happy if you share it with me.
Thanks!
How if our game more than 150 mb
Most likely, that's because of the graphics assets (images, videos). If your build isn't significantly larger than 150MB, you could reduce the size of some assets. If you can't/don't wanna do that then taking the assets out of the project and make them downloadable at runtime might be the only option
amazing video !! thxxx
thx! but does it cost any money just to publish the game?
Do I have to do compressing bit every time I update my app?
I think so, but I actually haven't tried uploading the old zip-files with a new aab. You can try doing that and let us know if it works;)
Hello! I want to ask if I update my app, do google ask for the keystore that google created and signed with the first version?
That's right, so make sure you don't lose the key, otherwise you will have to do some extra stuff to restore it
@@MrMProgramming Can you make a video about updating an app? I really need that :
is it free to do all that???
Hey. Is it necessary to add closed testing details?
No. But you still need to do most of that to release your app
Prefect tutorial 👏🏻
Thank you 🙌
Nice tutorial🙌
Thank you so much Mr programming, I f I get stuck in this process can you walk me through it on discord screenshare in my unity?
Ill make you props for your game in return
tells me that my app bundle is signed with the wrong key
any idea how to fix this?
Restart
hey great tutorial, i just have a small concern though - when i build my app, everything is fine except my mapping file is empty (0 KB) for some reason. i followed everything in the video step-by-step up to 12:35, which then google rejects the file 'cause it's empty. so i have a couple of questions -
- could project version have something to do with it? my minify options are slightly different in v2019.2.2f1 compared to yours, so idk if that has something to do with it. i'd like to keep my project version the same throughout development though
- is it necessary to upload this mapping file in the first place? or can this be skipped? i'm not entirely sure on what it does still
Hi. AFAIK, your submission won't be accepted without a mapping file, which is used to basically make your code leaner, but you can try submitting without uploading the file and see if it goes through. It's hard to tell why your mapping file is 0kb. You can post a screenshot of your Player Settings in our FB group and we'll take a look
This is an extremely helpful tutorial! At around 7:08 you mention it's okay to let Google handle your app signing, especially if Google Play is the only place it's being published. Is it still okay to press continue here even if we are publishing on iOS too? Or should I be using my own key at this point?
I believe I answered my own question:
If you also distribute your app outside of Google Play, or plan to later, and want to use the same signing key, you have two options:
Either let Google generate the key (recommended) and then download a signed, universal APK from the App bundle explorer to distribute outside of Google Play.
That's right.
For the iOS build, you're gonna be using another key issued by Apple
good
Hello, my release in review status, if I change supported devices, will it auto apply to my release or I need release my game again ?
Not sure. You might wanna try and let us know:)