I have xamarin project that someone developed it , and my task is to upload this project to appstore and play store .
i just have an Apple Developer Account and Apple ID Account
i saw this link according appstore in xamarin documentation https://developer.xamarin.com/guides/ios/deployment,_testing,_and_metrics/app_distribution/app-store-distribution/itunesconnect/
but i don't know if it's missing something or no or if this is the right link to follow !!
could anyone help me how to do this task step by step or any link that support that?
Yes you have found the Xamarin walkthrough that is the correct process for publishing to the Apple App Store.
There are a lot of steps and you have to follow them carefully.
The Android process is a lot simpler and can be found here
Related
I am following this tutorial to install a Flutter app on an iPhone.
I have never used Xcode before I am having some trouble finding stuff like "the Signing configuration" and how I can create and add teams to Xcode.
Here are my questions:
Do I need to pay for
an Apple Developer account to be able to install an app using Xcode onto an iPhone? (Not concerned about publishing on the App Store for now).
Where do I find the "the Signing configuration"?
What is the deal with this "Personal team" thing that the tutorial talks about? Do I need one to be able to install an app on an iPhone from Xcode?
It's free for develop, but for publishing to App Store you need to pay. Here you can register https://developer.apple.com/
You just need to fill Signings & Capabilities settings to be able install application on device. Please note, that you need to trust developer after installation in Settings -> General -> Device Management -> Your Developer
I am trying to add Admob Ads to Xamarin.IOS but i am unable to figure out way to achieve this goal.I have already searched internet but couldnt find the solution
Google Admob is available in Xamarin.iOS .
1.install the package Xamarin.Firebase.iOS.AdMob from nuget.
2.Registring with AdMob
So, the first thing that you will need to do is actually register for AdMob. This is the same thing that I did in Android, but I created an iOS project. This will give you two important pieces of information, your “Application Code” and your “Ad Unit Id”. We will use these later, but simply go to: https://apps.admob.com, register for a new app, link to an app in Firebase, and you will be off running.
3.Add GoogleService-Info.plist
When you create the new app in Admob/Firebase there will be a Google Service config plist file that gets downloaded. Add this to the root of your iOS project and make sure that the Build Action is set to BundleResource. This is super important!
4.Update AppDelegate
MobileAds.Configure("Your Publishing App Id");
You can ask for more details about Admob . And here is a sample that you can refer.
I've published a beta of my app in Google Play.
I can see it with my smartphone and I can install it with a different account from the developer account (just to be sure).
Now I try the same with an 'old' tablet (Android 7.0, Google Play 6.1.12) and if I click on the link to the app:
https://play.google.com/store/apps/details?id=com.infinitymundi.anima
it tells me 'element not found':
if I try to cut and paste the link in the browser it shows the app:
It even shows the Install button, but if I click it gives me 'element not found' again.
My app is built with Unity and it's compatible with Android 6.0+ (I deployed the same app in this tablet with Unity and it worked).
Any suggestion?
Thanks!
I've found out that you need to download an unofficial google play services update from here https://www.apkmirror.com/apk/google-inc/google-play-services/ and it worked.
Maybe this is strictly related to my tablet model (a Xiaomi).
It will be useful for others, I think.
I specifically need help getting the app build into my apps. I am so new to the MAC ecosystem. I need to get my app build from my windows 10 box (parallels) running VS2017/Xamarin Forms project uploaded to My Apps. What i have found is helpful if you are using xcode on the mac.
I have read tons of pages and help files and with all of that what I have includes:
created an app in VS2017/Xamarin that runs happily on the emulator from the MAC (MacBook Pro)
purchased the app dev subcription from apple
created a Production certificate (I don't need this yet but I was in there so...)
created a Development certificate
created a key pair from the Dev cert (that show up in the keychain)
created an App Group
created my app's placeholder under My Apps on App Store Connect
added my iPhone to devices via connecting to the Mac getting the UDID from iTunes
created a development provisioning profile for my iPhone (Not sure how this helps my testflight plight)
Assumptions
You must submit for review the same way for both TestFlight and Prod release to the actual store.
You don't need to open the app in xcode outside Xamarin
There is a tool or concept I am missing out on.
For development outside of Xcode, you will want to use Apple's Application Loader App to upload your app to App Store Connect.
As I said in comment to Matt below his correct answer to my actual question above, I needed to get the project right to get to that point.
Here are the more intimate details for the lurkers. I hope this helps some of you.
I was getting, or trying, to get all of this in place manually instead of letting VS do it's work getting this stuff together while I got to coding. FastLane FTW
Open the account management window, go to Tools > Options > Xamarin > Apple Accounts
Add your AppleID
Click on your appleID
Click the add button
Select your id in the lower text area
then add your distro cert. As is proper you deploy to TestFlight as a prod release.
Then get over to to your iOS project properties:
Make sure that your project is outputting an IPA. (Not Beer ;) )
These are my settings that worked. There could be other configurations that work as well.
I never get the automatic provisioning to work. And while this bundle signing settings look like it will not work, it does. I have received my apple approval for beta and users are in testflight.
Also, make sure you update the version of the app in the plist for subsequent releases. This change is not carried through from the AssemblyInfo.cs as one might expect. viola.
If you see this during debug make sure your debug version has Developer (Automatic) set for your debug settings.
FWIW - My VS2017:
While this does not perfectly match the info # https://learn.microsoft.com/en-us/xamarin/cross-platform/macios/apple-account-management?tabs=windows it worked for me. That page was key to the solution and deserves citing. Your mileage may vary.
If I missed something please reach out and I will update this.
I have created an android application in Titanium Studio, with some research i found i should be uploading app.apk file under /build/android/bin directory in Google play store to publish the application.
But when i uploaded my app.apk file in Google play store, it showed like below
and shows this app supports 0 device as below
What am i doing wrong? do i have to follow any further steps before i upload the app.apk file? right now i am just building the app and take the app.apk file from buid directory.
Please suggest.
Actually i sorted this issue. I need to activate the app.apk file, only then it
shows the number of device supported.
Posting answer as someone might find it useful.