after trying to do this with some short cut videos and getting nowhere I thought (rightly) maybe it's a case of getting what you went to, so I decided to invest a bit more time , around 10 or so minutes, into your video.... COMPLETELY WORTH EVERY MINUTE thank you so much for this video. it's easily the best one I have seen and it was easy to follow and quick - I spent hours trying to fix a build issue that related to where my unity builds were downloaded and installed to that involved something as simple and dumb as a space. again - thank you, thank you, thank you.
Amazing! I was just thinking why anyone not making an updated video for publishing. You are great as always. Just in case, I would like to recommend some videos about some possible rejection from google play (common mistakes developers do).
They will beat you around and up in the beginning but later they leave you alone. They just wanna make sure you're serious about your app. No problems later
omg thank you so much!! i just spent last 4 hours trying to get to upload and kept getting unsigned package error. it was the arm architecture that screwed me over. also make sure to uncheck that debug option. thank you very much for this awesome video!
Uncheck debug and Development build, and if your app is bigger than 150mb, check the 'Split Application Binaries' in the Publishing Settings of the Player Settings.
Very good tutorial! I do have a question tho. I can't seem to find the video you were talking about where you show how to generate those images in Unity itself?
you are really amazing , after I search for many tutorial , none of them acrually help me , until you show up ,a lot of thanks , the way you teach is quite clearly and detail,good job
@@doraemongaming2376 yes, on Google play. "Arrow It" it has like 100 downloads and I have earned like $1 but when I updated it the ads stopped working and I don't earn anymore
@@CocoCode Im not getting the sms code or call ive netered all the details properly no errors but the sms never arrives ive seen this in reddit forums..Why and how to fix i cant get my game to store without the sms pls help
When publishing, do I need to disable in the unity editor the option?: Project settings -> Services -> Ads -> Test mode Also, in the Ads manager in the gameobject that has the scripts?
I'm playing Diablo while listening to your tutorials. I just like your voice and accent, very nice and calming. Not ASMR really, but sort of akin to those overexplaining ASMR videos, something about explaining something in slow detail is calming.
About 2min into the video. I really appreciate your tutorials. This seems incredibly useful. And actually inspiring and encouraging for me, knowing what I already wish to do. Thanks for the content.
Thank you! Sorry I haven't mentioned that in the video. Here is the screenshot of the warnings: share.cleanshot.com/81ntyl2K > 1st error (about completing the advertising ID) may be in fact a problem in the future. For newer android builds you need to do one more step shown on this screenshot: share.cleanshot.com/md6rQgbd (Policy and programs -> App content -> Advertising ID) and select Yes/No if your game uses ads. > 2nd error can be pretty much ignored - we already provided debug symbols, and no steps are needed in this case. Unfortunately google play requirements change quite rapidly. I will do my best to update this video (in the description or with the new video) if there will be some new breaking changes happening.
Hello! Excellent video! I have a question about min 2:46 I don't know what to put in my game there are only Rewarded videos and you can also buy Coins within the application. In my case do I have to put yes or no?
Why am I getting, The Android App Bundle was not singed?. I have extra options for signed by google play and singing keys. So I can't upload for internal testing until I can figure it out
Might be because you have debug or development build selected. You'll also probably need to select 'Separate App Binaries' in the Publishing settings too.
@@raulrusboy Yup, that was it. I saw a about it too but didn't realise the check box was in the build settings and not the android settings. Literally found the button a couple hours before your message but that was it!
Hello! Does ARM64 Architecture affect the game in any way? Like the graphics, FPS etc? Should additional testing be made after the architecture was changed for ARM64 ?
Thanks for the tutorial. I'm having a few issues in the internal testing phase that I wasn't getting when running the app in Unity. For example, when I try to open the camera the screen goes black and there are no requests for camera access. Any ideas?
9:53 Mine when upload got "You uploaded a signed APK or Android App Bundle in debug mode. You must sign your APK or Android App Bundle in release mode"
@@CocoCode When you are updating the app, below the app bundle, there is an option to include app versions from your previous release? Do you know what that is for?
How about some A* pathfinding as your next video? Say, pathfinding on a chess grid board. Orthogonal and diagonal. Kind of like in Overland game (which looks like might have been made in Unity)?
Seems a few things have changed. Had to submit changed to google and I am now waiting (stats 7+ Days) for a review before my game can be active and it's currently inactive with a dead link to the google play store location. Have I done something wrong?
I have a problem with internal testing, after opening link game can't be downloaded and says that "product unavailable" Note that there is no warnings on google play with the game file
Woooooww. Excelent video!! Simple and objective. The limited version API in 32 for google play limit the android version of my game. How can I maintain in older versions of android? hugs.
Unfortunately google play now makes us go through closed testing where we must get 20 testers to opt in to test the game for 14 days for dev accounts made after Nov 13
Oh wow, that makes a huge difference! In my opinion it’s a good change - may reduce/slow down Google Play spam. I understand the frustration it causes for smaller developers, but it also requires to plan out your release
Yeah will probably help with quality control for Google play, but definitely does throw a spanner in the works for smaller developers who may struggle with finding 20 testers, will make sure I account for this extra time needed next release 🙏
Hi man, great tutorial, what about this warning i get: "There is no deobfuscation file associated with this App Bundle. If you use obfuscated code (R8/proguard), uploading a deobfuscation file will make crashes and ANRs easier to analyze and debug. Using R8/proguard can help reduce app size." ?
Hello, on minute 8:15, on the "Build" section from "Publishing Settings" should we have only the "Custom Main Manifest" checked? And the other settings empty?
If that's your first keystore, type in your new password for it. Think of it as a new account (it's not windows/google/Unity password). Remember to keep it somewhere save!
3:37 Can I edit one of the previous steps? (I just completed the Data Safety step, but need to update it, I haven't continued with the app setting in the google play console)
Amazing amazing tutorial Ty very much. Please add a tutorial explaining the Unity Dashboard Liveops Auth - using Google Play games sigin. Mybe others liveOps features ate unity dashboard too. For me, the liveops features is very hard to use. The unity docs is very week!
Maybe I will cover that in a future video, basically: > Internal testing - instant release, up to 100 defined emails, intended for in-house testing of your game > Closed testing - it's quite similar to the internal testing, but this time there is no limit on the number of users that can join this testing track. You can either invite a ton of emails or even setup a "join beta" link and share it online > Open testing - everyone will be able to go to your store page and click "Join open beta testing". Only availabe if you already have a published game. Hopefully that is clear ;)
Unity is super unstable when build. It is nightmare!!!! Always graddle errors, but sometimes it works ... Could you please make explanation video about errors when building! Thanks
Make apps in unity it's more easier than other languages such as android studio. Because Unity haven't issues with gadle or other dependencies. I have too many problems with Android Studio when I open old projects, sometimes I can't run them again.
I was having trouble with uploading, and it was so stupid but just in case anyone else has this problem. I checked development build because you know it's not ready for release yet so I just thought check that. But this caused an error with google not recognizing the "app signing" so if anyone else is having this issue just make sure you don't have development build checked
Excellent video. But i have small problem. After i send it to my testers they report that they cant download it. Problem is that they have on screen that is not working with their phone. Is there something what i can do to resolve this problem? Because i found some solution but i cant ask 100 testers to do something with their phones. Thank you for any suggestions.
I see that you use stable version unity 2021.1. An dyou going for max API 32. I just wounder what Java are you using? What gradle version are you using to make API 32 work? Im stuck at API30. Cant upgrade.... Thanks if you can answer
Hi, I've just got an email from Google saying there's a "Google play games on PC" .... Now is this a separate store for PC games or do you have to make your Android games compatible with your PC ?
I'm having an issue where after I build the IL2CPP ARM64 version, a few functionalities of my game stopped work (for example, the OnCollisionEnter2D doesn't work aka my character no longer dies)
Sorry, my english is very basic. Do I need the .aab file or can i publish my game in APK? Because when go to the build in .aab there is an error, so i would can publish my game in APK? What's the difference beetween aab and apk? Can i publish my game in apk or not?
i selected the api level 33 while publishing and when i published .. my game was unable to install on many android devices due to compatibility issue , although the game was so low-end it shouldve work. is this an issue due to api level ? can you please help me out :)
after trying to do this with some short cut videos and getting nowhere I thought (rightly) maybe it's a case of getting what you went to, so I decided to invest a bit more time , around 10 or so minutes, into your video....
COMPLETELY WORTH EVERY MINUTE
thank you so much for this video. it's easily the best one I have seen and it was easy to follow and quick - I spent hours trying to fix a build issue that related to where my unity builds were downloaded and installed to that involved something as simple and dumb as a space.
again - thank you, thank you, thank you.
ABOUT TIME SOMEONE DONE AN UPDATE FOR GOOGLE PLAY STORE !!
💪
@@CocoCode code
Make sure to keep your project key safe. You can't update your app if you lose the project key you used first time to publish your app.
Sounds like experience has spoken! :)
Now you can
Really?@@LazyCliqueOFC
@@ariella2658 happened to me
0:11
I want to say thank you for helping me be able to add a game to the store love you all
What's it called??
@@1_in_8billion look up XP Booster under the name Droid Studios
Amazing! I was just thinking why anyone not making an updated video for publishing. You are great as always.
Just in case, I would like to recommend some videos about some possible rejection from google play (common mistakes developers do).
They will beat you around and up in the beginning but later they leave you alone. They just wanna make sure you're serious about your app. No problems later
omg thank you so much!! i just spent last 4 hours trying to get to upload and kept getting unsigned package error. it was the arm architecture that screwed me over. also make sure to uncheck that debug option. thank you very much for this awesome video!
THANK YOU!
Uncheck debug and Development build, and if your app is bigger than 150mb, check the 'Split Application Binaries' in the Publishing Settings of the Player Settings.
Very good tutorial!
I do have a question tho. I can't seem to find the video you were talking about where you show how to generate those images in Unity itself?
you are really amazing , after I search for many tutorial , none of them acrually help me , until you show up ,a lot of thanks , the way you teach is quite clearly and detail,good job
I dont do this enough to remember all the steps, Thank you for the instructions!
It would be very hard to do this upload if this tutorial was not there. Excellent guidance, Thanks a lot Keep creating videos like this
Amazing! Thanks for the tutorial. It's really helpful 😍
This comes out just in time for my first android game. Thanks!
for me too, good luck for us!
Have you guys uploaded your games on Play Store if yes than you are earning from it or not?
@@doraemongaming2376 yes, on Google play. "Arrow It" it has like 100 downloads and I have earned like $1 but when I updated it the ads stopped working and I don't earn anymore
Thank you for all your videos, you are the best pedagogue for Unity in english
Wow, thank you! 😎
@@CocoCode Im not getting the sms code or call ive netered all the details properly no errors but the sms never arrives ive seen this in reddit forums..Why and how to fix i cant get my game to store without the sms pls help
This saved me from soooooooo much headache.
Thank you for thisss i appreciate now my game have almost 500M+ Download! 🎉🎉
Congratulations!. Your tutorials are great. Good job.
You have no idea about how useful and amazing your video is. Thanks, +1 sub!
it's a good tutorial. how about when the aab file exceeds 150MB. google play is not accepting it. do you have a solution for that?
Same here
Great job. If you have the internal test on your device, how do you then get the production version?
When publishing, do I need to disable in the unity editor the option?: Project settings -> Services -> Ads -> Test mode
Also, in the Ads manager in the gameobject that has the scripts?
yes you need to disable test mode when publishing your app
Coco Code is the best!
Wowowowowwow uwo
Go for it
Do you have a video explaining how to use the firebase testing for the app?
I'm playing Diablo while listening to your tutorials. I just like your voice and accent, very nice and calming. Not ASMR really, but sort of akin to those overexplaining ASMR videos, something about explaining something in slow detail is calming.
I feel like a coddled baby listening to your videos, while I shed the blood of swathes of monsters and robots in Diablo. What a world we live in...
About 2min into the video. I really appreciate your tutorials. This seems incredibly useful. And actually inspiring and encouraging for me, knowing what I already wish to do. Thanks for the content.
good tutorial. Thank you.
There were 2 warnings after uploading the app to the public. Can you tell me about those warnings ?
Thank you!
Sorry I haven't mentioned that in the video. Here is the screenshot of the warnings: share.cleanshot.com/81ntyl2K
> 1st error (about completing the advertising ID) may be in fact a problem in the future. For newer android builds you need to do one more step shown on this screenshot: share.cleanshot.com/md6rQgbd (Policy and programs -> App content -> Advertising ID) and select Yes/No if your game uses ads.
> 2nd error can be pretty much ignored - we already provided debug symbols, and no steps are needed in this case.
Unfortunately google play requirements change quite rapidly. I will do my best to update this video (in the description or with the new video) if there will be some new breaking changes happening.
@@CocoCode Thank you so much. this is helpful. ❤️
Excellent tutorial!
Straight forward and simple.
Thanks a lot!
Also you could update videos on how to monetize unity games with Unity Ads and in-app purchases
1:01 yes "Create AAP BAATAAN"
Hello! Excellent video! I have a question about min 2:46 I don't know what to put in my game there are only Rewarded videos and you can also buy Coins within the application. In my case do I have to put yes or no?
very nice description, thx
Why am I getting, The Android App Bundle was not singed?. I have extra options for signed by google play and singing keys. So I can't upload for internal testing until I can figure it out
Might be because you have debug or development build selected. You'll also probably need to select 'Separate App Binaries' in the Publishing settings too.
@@raulrusboy Yup, that was it. I saw a about it too but didn't realise the check box was in the build settings and not the android settings. Literally found the button a couple hours before your message but that was it!
Can you make a video on how to make an application like yours from unity? The result looks pretty good to give it a try
Iupload my first game with the help of your video.
thanks
Extremally helpful.
Please continue playfab as well!!! you are the best
When will you show how to get the screenshots easily?
Hello! Does ARM64 Architecture affect the game in any way? Like the graphics, FPS etc? Should additional testing be made after the architecture was changed for ARM64 ?
Not in my experience. (10+ years making android games in Unity) But it's always a good practice to test things after every change.
@@6Planet thank you!
This video is great! Could you make tutorials on how to release an update for your apps on google play store?
Thank you!
I covered updating the app in 12:23 - is there anything else I missed?
@@CocoCode Oh yeah I see it! Thanks Coco Code!
Thanks for the tutorial. I'm having a few issues in the internal testing phase that I wasn't getting when running the app in Unity. For example, when I try to open the camera the screen goes black and there are no requests for camera access. Any ideas?
9:53 Mine when upload got "You uploaded a signed APK or Android App Bundle in debug mode. You must sign your APK or Android App Bundle in release mode"
And if we are an individual , what app bundle naming should we use ?
com.yournickname.yourgamename
Subscribed! Thank you for your thorough explanation.
Hey Coco Code, are you supposed to include the app versions of your previous release to the new release? What does including the previous release do?
Sorry, I don't understand the question?
@@CocoCode When you are updating the app, below the app bundle, there is an option to include app versions from your previous release? Do you know what that is for?
@@hakpakgames did you find the answer
Thanks a lot man, very usefull guide. But when i tried to install the app on my S10+ i got the message that the app was not compatible anymore.
I think that was an older version of my app on google play, just refreshed and works fine. Thanks again.
How about some A* pathfinding as your next video? Say, pathfinding on a chess grid board. Orthogonal and diagonal. Kind of like in Overland game (which looks like might have been made in Unity)?
Brackeys has done it already, and it is still up to date
Thanks for this tutorial bro, it's really helpful... We appreciate it 🙏🏽
Seems a few things have changed. Had to submit changed to google and I am now waiting (stats 7+ Days) for a review before my game can be active and it's currently inactive with a dead link to the google play store location. Have I done something wrong?
Great video, it says Android SDK is missing required API level when I download it, can anyone help???
@GhostAnimationsYT thanks
Awesome video! Can you do one for App Store too?
thank you so much
I have a problem with internal testing, after opening link game can't be downloaded and says that "product unavailable"
Note that there is no warnings on google play with the game file
Woooooww. Excelent video!! Simple and objective. The limited version API in 32 for google play limit the android version of my game. How can I maintain in older versions of android? hugs.
Unfortunately google play now makes us go through closed testing where we must get 20 testers to opt in to test the game for 14 days for dev accounts made after Nov 13
Oh wow, that makes a huge difference! In my opinion it’s a good change - may reduce/slow down Google Play spam. I understand the frustration it causes for smaller developers, but it also requires to plan out your release
Yeah will probably help with quality control for Google play, but definitely does throw a spanner in the works for smaller developers who may struggle with finding 20 testers, will make sure I account for this extra time needed next release 🙏
how to add pricing to my app?
Really helpful video! Please could you do the same for the app store?
Working on that!
Hi man, great tutorial, what about this warning i get: "There is no deobfuscation file associated with this App Bundle. If you use obfuscated code (R8/proguard), uploading a deobfuscation file will make crashes and ANRs easier to analyze and debug. Using R8/proguard can help reduce app size." ?
got same man, did you fixed it already??
I would love another tutorial on the ui builder
Outstanding! Now IOS please :)
Many,Many,Many,Many,Many,Many,Many,Many,Many,Many,Many,Many,Many,Many,Many,Many, Thanks pal
Hello, on minute 8:15, on the "Build" section from "Publishing Settings" should we have only the "Custom Main Manifest" checked? And the other settings empty?
Awesome tutorial. I'm stuck at the keystore, you said to create one, but for the password, what password do I use?
If that's your first keystore, type in your new password for it. Think of it as a new account (it's not windows/google/Unity password). Remember to keep it somewhere save!
3:37 Can I edit one of the previous steps? (I just completed the Data Safety step, but need to update it, I haven't continued with the app setting in the google play console)
Thanks for your help, I didn't realise everything would be so complicated.
Amazing amazing tutorial Ty very much.
Please add a tutorial explaining the Unity Dashboard Liveops Auth - using Google Play games sigin. Mybe others liveOps features ate unity dashboard too. For me, the liveops features is very hard to use. The unity docs is very week!
Awsome tutorial!
Thanks for the amazing video,i hope you will do the same for IOS,and make some videos about Ads and in-app purchase integration
thx i'm going to be rich and here 1+ subscriber
In update part of the video you didnt go to closed testing but on internal testing. What is the difference?
Maybe I will cover that in a future video, basically:
> Internal testing - instant release, up to 100 defined emails, intended for in-house testing of your game
> Closed testing - it's quite similar to the internal testing, but this time there is no limit on the number of users that can join this testing track. You can either invite a ton of emails or even setup a "join beta" link and share it online
> Open testing - everyone will be able to go to your store page and click "Join open beta testing". Only availabe if you already have a published game.
Hopefully that is clear ;)
@@CocoCode This is actually very helpful information! Thank you, sir!
Unity is super unstable when build. It is nightmare!!!! Always graddle errors, but sometimes it works ... Could you please make explanation video about errors when building! Thanks
Make apps in unity it's more easier than other languages such as android studio. Because Unity haven't issues with gadle or other dependencies. I have too many problems with Android Studio when I open old projects, sometimes I can't run them again.
amazing tutorial
How you did that background effect
I was having trouble with uploading, and it was so stupid but just in case anyone else has this problem. I checked development build because you know it's not ready for release yet so I just thought check that. But this caused an error with google not recognizing the "app signing" so if anyone else is having this issue just make sure you don't have development build checked
Excellent video. But i have small problem. After i send it to my testers they report that they cant download it. Problem is that they have on screen that is not working with their phone. Is there something what i can do to resolve this problem? Because i found some solution but i cant ask 100 testers to do something with their phones. Thank you for any suggestions.
please make a level select menu (with locks)
Working on that!
Thank you so much I appreciate it and I really did this 💗
I mean I really need this
Very well explained.
I cannot see your app link of the description.
Hi i need help, the option of upload native debug.. i DONT HAVE IT, it only has the first option and the last , what can i do?
your video is very use full can you add hindi subtitle invideo like mr.beast
Upload to Closed testing before Publishing.
I see that you use stable version unity 2021.1. An dyou going for max API 32. I just wounder what Java are you using? What gradle version are you using to make API 32 work? Im stuck at API30. Cant upgrade.... Thanks if you can answer
"Ok, let's see..."
"You have to pay 25$-"
"Aight, I'm out"
Sir how to do pre register and then release
if my game have the Unity Ads I don't can mark de ads in PlayStore too? Because are two distinte platforms? Thx for the video! Hugs fom Brazil
Hi, I've just got an email from Google saying there's a "Google play games on PC" .... Now is this a separate store for PC games or do you have to make your Android games compatible with your PC ?
I'm having an issue where after I build the IL2CPP ARM64 version, a few functionalities of my game stopped work (for example, the OnCollisionEnter2D doesn't work aka my character no longer dies)
Great tutorial! Saved me
Sorry, my english is very basic. Do I need the .aab file or can i publish my game in APK? Because when go to the build in .aab there is an error, so i would can publish my game in APK? What's the difference beetween aab and apk? Can i publish my game in apk or not?
Awesome work
Thanks a lot 😊
what about steam?
Great review
Thank you Coco-CooOOooDe!
i selected the api level 33 while publishing and when i published .. my game was unable to install on many android devices due to compatibility issue , although the game was so low-end it shouldve work. is this an issue due to api level ? can you please help me out :)
Hey, are sure you've changed "Target API Level", not "Minimum API Level"? You should have a setting like this:
share.cleanshot.com/BNJJCqgy
@@CocoCode yup got it ..
i selected the minimum level api by mistake
THANK YOU!
void start
{
Well,okay,I guess?
}
sir can i use unity store assests without license ,How to be sure with copywites make vedios
Just read everything on the asset page itself.
In 99.9% of the cases you can use it in a commercial product.
@8:15 why use setup keystore ?
Tank you so much for show me that
Hi uploading the game to Google Play is it free or for money?
You have to pay $25 one time fees
is this tutorial still applicable until now?
u need to verify ur id now
do you know how to fix The Android application package has not been signed.?? it is when you add game for play console and i dont know how to fix this
From another comment:
Make sure "Development Build" is not checked in Build Settings.