How to create a login to a Google Glass app? - authentication

On https://glass.google.com/myglass, apps that require a login do it from the website before installing the app. How can I create an app that requires a login like this? I can't find anything in the documentation about it. Also, how can I test the app since it would not be in myglass?

Although Google has worked with some partners to get GDK-based Glassware in MyGlass that use auth, there is no public method to do so yet. This is a frequently requested feature, and you can expect that once the GDK leaves Developer Preview, it will be available.
Until then, you will need to test your app by sideloading the app onto Glass. If you're testing for yourself, you can hardcode the auth into the app, and many people have hacks that use QR codes.
Keep in mind that this only holds true for GDK Glassware. Anything built with the Mirror API has authentication as part of its web-based initialization which you can trigger without having to go through MyGlass.

Currenlty, Google Glass apps implemented with GDK do not have access to authentication support. The Google Glass team has accepted this issue to be implemented, but it is not there in XE12. Information from the Glass Team indicates that such authentication will be through the Account Manager, when it does arrive.
Only speculation and rumors about when that will be! (Though I will look at XE14 carefully when it comes out, moving Glass Android to 4.2.2 (KitKat).)

Related

IOS Automation How to Create Apple (Appstore Connect) Sandbox accounts Programatically?

Hi I am new to IOS automation and I have a scenario where we have to do an In-App purchase
As for Testing these could be done by AppStore Connect Portal under User Access and create a Sandbox account but is there a way by which we can create an Apple (Appstore Connect) Sandbox account programmatically
Please advise
Well, it isn't much of a solution and it is a PITA but you could use something like Appium, which is what I use, to automate all that stuff by driving a web browser.
I use it for testing 3rd party social logins. For things like Apple ID where the social login requires 2FA I have an Appium test step that goes to a google voice account in the mobile browser and retrieves the 2FA code that was texted to the GV number. It is tedious and a bit brittle but I couldn't find any other way to get around 2FA situations.

How to track google ads conversion on desktop app install

I have a desktop app for Windows. it's written in C++. We're promoting the software using Google Adwords.
We would like to count installations of the software as a conversion on Google Ads, so the algorithm can optimize for it. But all I can find is for Mobile Apps, hooking up with Firebase or Google Analytics, but in the set up it's asking for App ID's on Google Play or Apple's AppStore which doesn't fit my case.
Has anyone done this before? or could some point in the right direction?
I haven't tried the standard pixel approach, because cookies are in the browser that generates the download, but not in the installed software itself, so there is no way for attribution to work correctly
The easiest option here is to use Google Analytics if you can. You can use the measurement protocol with GA to send the conversion, then import your GA conversions into Google Ads.
https://developers.google.com/analytics/devguides/collection/protocol/ga4
The UA version is pretty stable, but the new one linked above is working well too.

Browserless Authentication using the Web API

I am trying to authenticate a user inside a desktop application using the web api. I am not using a browser, I am using straight up GET and PUSH calls to the endpoints of the Spotify servers. Immediately I ran into some problems. It appears that upon the initial GET command to "accounts.spotify.com", the returned response includes HTML with a javascript function that runs and is responsible for dynamically generating HTML that you see on the initial login page. If you look at the Javascript function, it is clear that this is what is going on, however, you can also see this code is obfuscated and not meant to be used by us, the developers! (Link to Javascript code here for reference: Javascript function)
So my question is, while I can probably reverse engineer the code to get this working, would this be against the Spotify developer TOS?
Thanks!
Spotify's authentication happens through oauth, and a big part of user authentication as per the oauth rfc is where the user delegates permissions to your app to carry out API calls that affect their account, or return information about them. That's the web page you're seeing - it must be presented to your users so that they can delegate permissions so that Spotify can give your app an access token. It doesn't necessarily need to happen in a browser - it can happen in a web view inside your desktop application - but it does need to be loaded over https, and your application must not alter or reverse engineer the Spotify permissions delegations page.
As you correctly guessed, reverse engineering any Spotify APIs is against terms of service.
For more information on authorization on the Spotify platform, I'd recommend having a look at this guide.
Hope that helps! Please ping me if you have any more questions.
Hugh
Spotify Developer Support

Testing a Dialogflow app

Is it possible to install a Dialogflow chatbot for testing on my Google Home device
without using the phrase "Talk to my test app?"
I am a rather new user of Dialogflow and have several simple test apps that
I plan to develop as learning exercises. Can set them up for testing on my
personal Google Home device without entering the "Talk to my test app" and without
submitting them for distribution to the Google Home community. I do not consider them
sinificant enough to offer them the the Google community at large.
I anticipate the develop of the following apps: 1 - SillyNameMaker, 2 - Woodchuck,
Gettysburg Address.
Thanks for any help
Jim
If you provide an app name and sample invocations in the "App information" section of the Actions on Google console, you'll be able to use this name to invoke your app on devices that are signed in to the Google account you are using for development.
One thing to note, however, is that you can only have one app in testing at a time. If you start testing a new app, the previous one (even if it is named) will be unavailable.

Google Sign-in for Unity without Google+?

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