I have observed the following in the new Xamarin Device Manager for VS 2017 (15.6.4).
If i try to create a new device i can only choose between system images for sdk versions where the Google Play image has been installed.
But if i edit the device profile that was the default and created with the google api's not the play ones, i can without any issue choose all the system images installed. So it seems the Xamarin Device manager only looks for Google play system images and not for the google apis ones.
So a workaorund for now would be to copy the "existing" 7.1 device profile and edit that.
Can someone confirm this issue ?
Image shows that only Android 7.0 and 8.0 can be selected and are installed
SDk Manager shows that several system images are installed not just the ones we are able to choose in the create new dialog.
If editing device profile that was based on Google APIs not Play all images can be used
You can switch Google Play/Google APIs/Default images via tag.id property in the editor.
Related
I'm creating a video chat with Jitsi, using Delphi's TWebBrowser (10.4).
When I access the page meet.jit.si/test123 the camera and microphone are not enabled.
Even with the permissions:
Dangerous.Camera
Dangerous.RecordAudio
Dangerous.ReadExternalStorage
Dangerous.WriteExternalStorage
Standard.ModifyAudioSettings
Standard.Internet
These permissions were given both in the code and in the project.
PS.: In my new project in comunnity edition its working, in my Delphi Enterprise don't (
development environment).
I tried to use another way of release, but the release messages appear correctly.
On our website , we are able to navigate users to their related stores according to device's os .
for ios we send them to AppStore
for android we navigate them to PlayStore
i wonder how can we navigate them to App Gallery if the user is using a Huawei mobile device ?
i wonder how can we navigate them to App Gallery if the user is using a Huawei mobile device ?
You may use this.
App Linking enables you to create a unified download link for your app so that when users tap the link, they will be redirected to the app download page on their local app store installed on their device. For example, App Store is opened for iOS devices, AppGallery is opened for Android devices with AppGallery installed, and Google Play is opened for Android devices without AppGallery. This feature helps you boost app downloads and increase your user base.
For more details,pls kindly refer to Docs.
I created a standalone smartwatch app for Wear OS. I use a Huawei Watch 2 4G for testing. I now want to have it in the beta track on Google Play Store so that users can test it. I've created some smartphone apps already and put them in the Play Store, so I'm used to the process. What I did so far:
Created entry on Google Play Console
Added a release to the open beta track
Filled all necessary stuff
Published the app and got the URL to participate in the beta test
Opened the URL while logged in with my test account and agreed to become a tester
Wiped the smartwatch and copied the same account to the watch during setup
Now I don't know how to install the app from the Play Store. On a smartphone I would simply open the URL in a browser and would be able to install it from there. What I tried so far:
Searching for the app name and for the package name on the Play Store on the smartwatch, but it can't find it.
Opening the Play Store entry in a browser and click the install button, but it says that I have no devices.
Opening the URL on the paired smartphone, but it only says that the device is not compatible.
How can I install a standalone Wear OS app that is in the open beta track on Google Play Store?
As suggest in #tofferj 's comment I simply had to wait a few more hours. I'm now able to find it by simply searching for the app name in the Play Store on the smartwatch.
Seems like the status "published" on the Google Play Console doesn't mean that it's already in the search index.
I successfully uploaded 2 windows apps to windows store. In the initial publish, I forget to select the windows store logos. So I update the app again with the store logo. But after completing the latest update still showing the default xamarin logo.
I created the windows app using xamarin forms and I set the store logo on the package.appxmanifest file.
Thanks in advance.
For windows store, some changes like store logo updation take up to a business week(or more) to be reflected in the store. That is the reason behind this issue.
I have a unity app built for Windows desktop. Client wants this to be distributed through Windows 10 Store. This is just a desktop app and has no support to tabs or phones.
But looks like with Windows 10 there is no desktop only option.
Is there any documentation on what are the steps I need to follow to submit the unity built app to Windows store?
I did some reading and looks like this is what I will have to do.
https://channel9.msdn.com/Blogs/One-Dev-Minute/How-to-publish-your-Unity-game-as-a-UWP-app
https://learn.microsoft.com/en-us/windows/desktop/win_cert/windows-certification-portal
But want to get a confirmation from some one who has already done that. As I don't have a Windows developer account right now to try that out.
Is there any documentation on what are the steps I need to follow to submit the unity built app to Windows store?
The steps of publishing a unity app is similar to UWP app. You can refer to App Submissions for more details.
After your packages have been successfully uploaded, you will find the Device family availability section that indicates which packages will be offered to specific Windows 10 device families.
For your requirement, you could check Windows 10 Desktop device option, as the follow picture shows:
For more info, you could refer to Device family availability official document.