I managed to get the code runing to a point where i can upload and download files in my android app from google drive using the api. However i uploaded my app to Google Play and when a user installs it the first time the oauth 2 screen pops up and requires to select account(which is great) but when the user selects Google account the oauth screen just keep appearing and looping.
Did anyone encounter this before?
As stated in this thread, maybe you did not create credentials for your app. As described in this documentation, you must retrieve your SHA-1 keys for both the debug and production environments and add them in your credentials in the Google Developers Console.
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My Android app uses Firebase Authentication(Gmail+phone). When I see the new users signed in to Firebase authentication and compare it with Google Play Console 'new User acquisition' then Play console always shows less number than Firebase shows(with registered Gmail or phone number). What is the issue here?
Google Play uses robots to test and review your app. These robots do not show in the Google Play Console but show in Firebase. That is why you see more users in Firebase than Google Play Console.
I have an Expo app that uses react-native-maps. It works well on Expo Go and I would like to deploy it to Google Play Store.
According to Expo documentation, I have to:
deploy the app on Google Play Store to generate app signing credential
copy the SHA-1 certificate fingerprint in Google Play console
create an API key in Google Cloud Credential manager
paste the API key in app.json
rebuild the app and re-submit to Google Play Store
So, to my understanding, the app will be available for users without maps activated. Then I'll have to deploy it again with maps activated. It sounds very counter-intuitive, and puts me at risk to get bad reviews from first users, who will claim the app "doesn't work" (because there is no map of course)
Is there a way to immediately publish a working app? If I need to handle a two step process, will the second build be immediately available in the Play Store, or will it be subject to a 3 days review?
I've uploaded my react-native app to Google Play and it has been rejected due to using background location permission.
The rejection email from Google Play
Google Play won't allow any background location usage without valid proof of using it, which is a thing I cannot even prove.
After drilling it down, I found out that the only entity that's using this permission is Firebase Analytics (I guess it's the Google Play Services plugin).
Does anybody know how to bypass it?
I'm using the most updated react-native & expo versions.
Thank you for your assistance
my dev and I would like to implement the google picker on our website. It will allow the web-visitor to upload their files from their Google drive to our website.
My dev is now trying to get the API for the google picker however they are asking for a "demo video that showcases the process to request an OAuth token" and we were wondering how we should do it when we don't have the API from google.
We are doing all of this on the staging site and we were wondering how are we suppose to do this demo video when the API is not provided and not installed.
please enlighten us, thank you!
See the question How can I make sure the verification process is as streamlined as possible? in the FAQ. It explains what the verification team is looking for with the video. Mostly it's just about showing how your product uses OAuth and the various APIs -- in your case how it asks for access to Drive, how the picker is used, etc. You're showing the integration from the user perspective.
I'm developing an application in Unity, primarily focusing on iOS right now.
For the backend, I decided to try out firebase since they have a Unity package and so far its been pretty painless.
Does a Google Signin option exist for Unity that doesnt involve GooglePlayGames (GPG)?
I'm not interested in integrating to that platform at all, Im really just after the Sign in feature so I can grab the user token and authenticate to Firebase.
I currently have GPG and Firebase up and running...and it works great.
My issue is that if a user is not a Google+ member, they cant authenticate since apparently GPG relies heavy on that.
All I'm really after is a solution for vanilla Google Login that would give me an auth token I can use in Firebase...
If you're familiar with Pokemon Go...a very similar login flow.
With that app i was able to use a google account that doesnt have google+ and everything worked fine.
First of all, don't use the Google Play games plugin; it doesn't work for iOS anyways if you don't have an existing Google Play games account via any Android device usage in past. Even for many Android users Play Games apps won't work because it's not packaged with every Android device.
However, I am using this Google Login Unity plugin in iOS & Android which is available in the Asset Store. It works really well.
https://www.assetstore.unity3d.com/en/content/94517