Godot 3.3 Google Play Services and Android Exports

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hey what's up guys lately i've been getting a lot of questions about how to do the google play integration in godot 3.3 so i thought it was a good opportunity to remake that old video which i made with lot less experience and also to go over some of the common pitfalls specifically a lot of you have been running into the error board trap now i fell into this trap a lot of other people fell into this trap and it's really it comes down to configuration problems in your google play console or your google whatever your google settings uh and your sha-1 key so we're going to try to to go through i'm going to try to edit this as little as possible i'm going to start from the beginning we're going to set up a new app i'm going to download the newest version of godot and we'll get through it if you're interested i can also make a follow-up video on this next time to show you how to update the plugin yourself with newer godot versions because i know that if 3.4 comes out it's very possible that you'll need to we'll need to update the plugin again and if i don't notice that it have it's been updated then i won't be able i won't necessarily do it right away so it'll be useful for you to know how to do that so with that being said i'm just going to jump right into it we're going to go into the process and if you like everything here you want to continue supporting the channel hit the buttons down below and leave a comment telling me what you want because that's the only way i know so let's just get right into it all right so let's start from scratch so the first thing we're going to do is we are going to grab ourselves the newest version of the godot library or the godot engine so godotngen.org okay then we'll download this engine uh we will download the 64-bit you can do this with the mono version as well but we're just going to go with the standard version because it's smaller another thing we're going to need is we are going to need the export templates here and possibly we might need this aar library but we will look at that in a minute so while those are downloading uh let's open up this godot we have 333 i think i might already have that here three three one three three two all right well three three three goes on the desktop all right so we have good o three three three stable right so let's create ourselves a project so we are going to create a new project and we're just going to call this um uh google play test right and we're going to create this folder we're going to create a document uh we got it oh we just have to create hit the create folder button and uh we'll make it es3 create an edit all right so we've got our new godot project right so now um we need to uh just add google play integration and that's all we're going to do today is just google play integration from a brand new project so the first thing we're going to need to do um is we're going to need to set up our if we hit do we have our export templates yet um yes we have our export templates so we're going to go to editor manage export templates you can hit the download button but i find it's faster to get it off the website which is why i downloaded the file we are going to go to downloads and apparently i already had them so let's uh add the export templates here like so and we've got them like that so that's the first step make sure to have the android export templates the second step is create our android export uh configuration so you'll see here that we need a debug key store the release key store is not as important so we can actually sign it with the same one technically but we'll focus on debug and we'll look at release later if this video doesn't take too long so to create a debug key store the easiest way uh we will just look up um debug generate android debug keystore and the very first one is the one i think i've always used yeah so it's at coderwall.com but just google it it's easy enough uh first thing we're gonna do is we are going to uh grab this so debug keystore needs to be a specific li alias and password right as dictated by google so create this specific one so take copy this and open your terminal so i'm in my developer command prompt which is generally what you want to be in but you can probably just do it in your normal uh command prompt as well so i think here you're gonna look for key tool right so just look for key tool and see if it if it's here if it's not there it means that you need to install the jdk because it's part of the java development kit so what i would suggest is go to adopt open jdk and i would look at that through google but it's adopt openjdk.net and for android from what i've seen so far uh you're going to want open jdk 8 because 11 and older has issues so click open jdk8 hotspot download the latest release and install it if you're on linux or mac um there are other ways to do it if you're on linux you i assume you would probably know how to do it anyway because you're on linux any fun if you're on macs mac yeah i think you need to do it through uh homebrew but figure it out um i i like adopt open jdk so you've got your jdk installed open your command line um this is the command prompt i will stay in my developer command prompt which is installed with visual studio and we are going to create our keystore now i like to keep my key store in with my project files so we're going to go into documents dot docker documents and it is uh what would what do we call it google play test google play test so inside here we are going to paste that command in um which is this one here paste it in so it's key tool dash key gen uh keystore debug keystore so important part um the file name will be here the password is going to be uh under store pass the name of the keystore is going to be called the android debug key key password is android so just follow this guide again i would google it and um copy the command oops so i'm going to cancel that and restart that uh engineering uh name of the organization [Music] city ontario canada and yes and it will generate your keystore right it'll it'll complain that you're it's an old format but it doesn't matter at this point so the next thing we're going to need to do is we will get the key fingerprints right so um further down you'll see here get key fingerprints um we'll need this later but just to show you show it off now if you follow if you use the exact same command you can actually just paste in the same thing and you're going to get a couple of things here you're going to get your sha 1 and your sha-256 we're only going to need our sha one and we'll use that later so with that out of the way we've got our key store made inside here we're going to add it here so inside our debug key store our user will be android and our password will be android and now this goes back to if you look at the command we put in um here uh store the actually its android debug key is the i believe it is what we need to do here uh debug user debug password i think user is the alias but if we want to be extremely sure i'm going to show you how to look this look up information too so you can figure out problems on your own hit go to uh just google it godot engine android export debug keystore right it'll go into the exit board docs i think i went over this um in my separate video on how to export for android link up above but we're kind of doing it all together uh together so we created here setting it up in godot android debug key right and the command is actually on here as well so you can do this but i this stuff as well but um so it's android debug key android so here they actually have an editor setting so you can do it per export like this or if you want for for each individual project or if you want to do it [Music] across the board um actually it looks like it said it for me um you can do editor export android and you can set it all here as well and then uh it looks like they for some reason we don't want a four system user there we go so now we have our exports set up so let's open android studio so uh android studio you can get by just again i use google for everything android studio go to download android studio [Music] and install um it for windows there are other options so there are mac and linux versions of these as well but we're on windows so we are going to use android studio and now ignore this specific project we're going to um if you've just installed android studio there's probably a button somewhere but if you're inside project mode like this what you will do is here and here you'll find abd manager and this will be your virtual devices right so what i'm going to do is i'm going to launch one of these and make sure it has google play so when you create your virtual device you're going to pick a phone tv whatever but make sure that the play store is um is part of your your target right so if you don't have play store you can't have google play services so make sure you have this and hit the play button yeah so it just crashed on me for some reason so i'm gonna go go back into my avd and launch it one more time it'll say starting apd and it'll open [Music] so when abd is running you'll see it happen here in a minute you'll see the android icon show up at the top right corner here in google inside godot which is exactly what you want if you also once android studio is installed once you plug in your phone and set it to debug mode you'll be able to uh run it to your device as well okay so now uh simple enough what we're going to do here is we're going to create a 2d scene and we are just going to put a canvas not a canvas canvas layer i'm going to put a canvas layer and we are going to put a label that just says welcome to godoi on it and here it's just gonna say welcome welcome to good job uh we will save that scene as welcome dot tscn and we are going to run it uh which will make us choose a default scene which we'll just use our welcome scene and we will uh export we'll hit the run button [Music] so the first time you build this it's going to take a couple of minutes or it's going to take a minute so just hang tight and wait so you can you can see it a little bit um i didn't optimize my my game or uh for mobile but you can see in the top right corner here it says welcome to o it means that we're we've pushed it successfully to the device now if we want to fix that [Music] i just want to see welcome to the godot at the top of my screen it's tiny but whatever it works right um oh i didn't mean to close that let's uh uh fudge me [Music] okay so now that that is done we've got an app that runs inside our our emulator here i can this device has already been set up with google play um if i look at here you'll see play games is here and i'm already logged in so all of that is perfectly fine so the next thing we're going to do is we are going to add google play integration right and that's what we came here for so that's what we're going to do the first thing we need to do is inside here we're going to say install android build template it's something we need to do what it'll do it will create a it will extract the build template included in the export templates and it will create a local directory so we're going to install this and what that's going to do is we can create a new directory called android down here it should create a new directory down here but if not we will go to documents and we will go to godot google play test and we've got a new android folder here so this is where our plugin is going to go we got plugins and then we've got build and we've got different stuff in here so um what i have done uh is i have personally created a fork of ptsgp that i am endorsing specifically just because i don't want to have the deal if i go to the forks here and if i go back to here september 16th it looks like they have not upgraded to 3.3 yet [Music] yeah they haven't they haven't updated the 3.3 yet so i've got a fork here that worked for 3.3 uh 3.3 pgs gp right so i recently created a new thing here so we will and i i base this on the work of one seed fruit here but i like maintaining my own stuff uh npe 22 days ago i think i i the the recent change i made oh no [Music] okay so apparently this might be an npe bug here but what you can do is check your the tags you'll find releases [Music] and this was released uh 28 days ago the npu was after that so i will uh look into fixing that bug eventually but for now we will use this so you need both of these so you're going to just download both these files uh we take the gdap and the release and we are just going to go to our android folder in plugins and paste it in and that's all you need to do for google play ah well for the plug-in side now we need to set up the rest of our project so if you go to again the [Music] the main repository of the readme down here i highly suggest that whenever you use anything read the readme don't just follow the videos because there's answers down here that i might not cover directly so we downloaded this uh we moved these into the plugins directory we've created the build directly directly directory we need well we can enable the the plugin in a minute we need to add uh these strings right so uh in here in plugins we will open the build folder with visual studio code open with code and this will just make it easier to work in [Music] yes i trust the authors whatever so in our resource folder there's a values folder and there's a good old project name.string here res valuestrings.xml so we can create a new file in here new file strings.xml and inside the strings.xml we will add this and remember we need to add our own app id here but we'll do that in a minute for the same reason in our android manifest if you look here uh under build android manifest we need to add some more we need to add these basically so uh in our android manifest you can put them into multiple places uh some people like to put it at the bottom i personally like to put it with all the other metadata tags at the top um so i will actually just put it right at the top here and maybe add a comment here um just okay there we go that's how we do it and okay and we will just say custom metadata for plugins so this will do two things uh first you're going to see that we import this app id so in our strings.xml that we just created we added this thing and we it's a string called app id that's what's being referenced here [Music] is integer google play services version that is created by the plugin that we uh we just added to the project so we need those we have our string and we need our app id now what do we have left um that's pretty much all we have left to do for activating it other than going to the godot project go project uh editor i think it's editor settings project export plugins no i was leaning project export inside here you are going to find a plugins area somewhere um plugins plugins plugins plugins plugins google play game services click the on button and you need to enable custom build so hit the custom build check mark and then you can close that so we've got our custom build and we've got google play we have this setup that we just need to plop in our app id now the final thing we need to do is google play google play console so google google play console you'll find the google play console play.console.play.google.com console click go to google play console if you haven't yet you're going to need to create a developer account which costs i think 25 create that load into google play all your apps will be here we're going to create a new application we'll say google play test it's going to be a game it's going to be free it's going to meet all the things and it's going to accept all the rules that kind of nonsense read all this stuff at least once i did it before so we have our app here now we're going to try to do this with the minimum amount of work possible so the first thing we need to do is on the left side if you scroll all the way down you're going to see where the play game services setup and management right so hit configuration so this is what we're going to do yes my game uses already used google apis no you would click no if you haven't done this yet you will create the name of your game and you are going to hit create and you can't have the word google inside so we're going to say game name is going to be play play services test right so play services test that's the name of our game and we're going to hit create [Music] it's going to do a bunch of stuff it's going to create some stuff in the background and we'll get here so there's a list here of everything we need to do first thing create oauth consent screen in google cloud platform click that and then click the google cloud platform link it will open it up here make sure that you're signed in and all that you're going to notice that at the top somewhere it's going to have your game name selected if it's the wrong name make sure to click the proper project you're going to want to say what you're doing your user is going to be external if you're planning to put it on the app store and then hit create so your app name so we're going to call play services test user support email uh that's fine the app logo we are going to use some stuff that i probably have in here app logo why not will that work app domain application home page closedraw.com domain dot com develop developer contact information will be the same thing gmail.com save and continue so we are scoping so the scopes uh define the permissions that you're giving to google play uh to your game itself so we just need uh i would would usually just do game games games like if you want to um so associate you with your personal info on google i would i personally would never do um i don't want people's information see create delete its own configuration data in your google drive if you want to be able to save save games and stuff i think you might need this one so i'll add that hit update on that and you don't need the rest hit save and continue test users for this one um i'm not entirely sure if you have to add yourself i always add myself to be safe so i've got two accounts that i use for testing there's p dot a dot mobile gmail.com and then there's also p dot a dot mobile dot bills gmail.com there we go so make sure that whatever account you're using to test your application is on this list if you're reaching error code 4 this could be the problem hit save and continue then you get your summary and you can go back to dashboard and you've got your oauth consent stream consent screen now i don't know if you need to hit publish app i mean you can set your status to testing okay yeah so we'll we'll keep the testing i don't think we need to go any further than that all right so we can confirm that create credentials um why is this link not working so so at the same time okay so it says to create credentials i'm just going to do it uh because i know where it is so from this oauth consent screen hit the credentials button and then you're going to see uh various things here you're going to see this create credentials button which is what we want and we want to do a oauth client id we want a android application type we are going to say debug client package name so the package name i believe is important so again you can keep it to default but i am going to use my own thing dot com dot ozod dot play services test and this is gonna be my package name now at this point before i do anything else i'm gonna take this package name and i'm gonna go to godot in my export uh configurations here if you look in here there is a spot for pac unique name here for this paste in whatever you chose on your auth consent screen i'm not a hundred percent sure if this has to be done but i'm fairly sure it does so do that uh just to be safe your sha-1 certificate fingerprint just to remind you if you go to your export for android settings you'll see it generates a key pair here for assigning it [Music] we need the sha1 key so if you remember the original resource i linked to there was this generate release debug key source at the bottom there's get key fingerprints and for your debug keystore it's this command here we're going to go to our terminal and we're going to run the command i've already did it up here and we're going to take this sha-1 command here so let's just um clear this and run the command so you can see exactly what it's doing so we run the command and you're going to see it prints all the certificate information including the sha1 certificate here so copy that and inside your oauth client id you print that there if you are getting error 4 at the end of this process this is probably a good place to look because this is where those errors usually stem from hit create so you have a client id here now you don't actually need to keep this client id um [Music] i don't think but just let's be um let's go one step at a time so what with our debug client created we will go to back to our google play configuration and we are going to go to credentials down at the bottom and we're going to sit android credentials hit add credentials and you can see it's going to be an android type name is play services test debug enable anti-piracy i always just hit yes oauth client the debug client we just created now see here how important package name fingerprint and client id right and then you save your changes here and we are still in draft mode so we're still okay so with your credential created uh we will now set up the app id within godot right so we created credentials we added testers we added play game services you can skip that part now the next thing you need to do is add your app id so if you look here under your there's going to be your project name and there's going to be project id that is the app id that you need so copy this go back to again if you go back here under build and source build resource values and that strings.xml we created [Music] we have this chunk code here and we want to add our app id here 704892 just make sure it's right one seven four eight nine two good so that is how um that's most of the setup out of the way actually so we can review this and publish it says ready to public publish so there's going to be a few things that we need to do so the first thing is we need a description so let's let's just uh click these buttons and do things one at a time description it's a play services test application for youtube 3.3 game category educational save games we'll turn that on game icon 5 12 by 5 12. all right so we're just going to do what we did last time we're going to open paint we're going to resize make this 5 12 by 5 12 and this will be a happy circle with like that file save as and we are going to make this uh we will put that into the same folder new folder play assets and open this and this will be called icon so our icon will be literally in our documents same place come on play test play assets icon so we got our icon our feature graphic is 10 24 by 500 so let's open this um we will move this more towards here that's 10 20. 4 5 500 there that's the size we need so now let's take this move this towards the middle and we will save it as feature and we will add the feature graphic here we will save that now we go back to configurations we can say review and publish and see we're missing one it says ready for publish no details we'll hit publish publish game project so the game is published right so with that done we should now be able to log in to google play services from godot um that should be everything we need so let's open that uh let's close this let's close this and we're gonna actually we might actually need to um reset this but we're going to do this so the first thing we're going to do is uh we are going to create a new script a new script called let's just say let's just say play integration dot godot dot td right we'll delete everything here and we will uh add a few things so if once again we want to refer to our documentation here um we want to keep we want to do one thing the first thing is we're going to do is we'll do a sign in function and what this is going to do is this is going to sign into google play or ini and then it'll say initialize and sign into google play we will create an autoload to load this on when the project launches so we go projects project settings auto load navigate to our play integration and we go like this and then inside our main scene here we will we will create a new script attached to the root and we'll say uh we'll just call it welcome close this we want to load our autoload to onreadybar let's just say play integration equal get node fruit root flash i forgot i forgot how i'll to reference auto loads so it's something like this let me just google it uh auto loads autoload autoload we create it and we slash root slash player variables integration now this name has to match the name that we gave it inside our autoload here node name and i forgot to hit add close and that's why i didn't show up so i believe now that i click add properly uh it's actually here yeah so we created this and on ready we will call sign play integration dot sign in and that's what we're going to do so now let's integrate let's actually flesh out our sign in function so the first thing is we want to have a bar google play services variable up top [Music] gd google google let's go back to our documentation [Music] it doesn't show so it's not it's not showing the the type inside here google yeah so we're just going to say play services and then we need to do this here we will do if play game services google good old play game services and we will just do that so then we need to initialize right so uh all we really need to do to initialize is copy up to here and play services so this is how we do our init now for the request token this can actually be here you don't need that you actually do not need this request token from what i've seen we're going to double check that so this will initialize it and now um is there an on in it failed it doesn't look like there is so we are going to sign in so first thing is play if play services is not um empty then we will say play services dot sign in and i think that's it sign in yes and that's all we need to do to sign in now if we do this just like this we might get a result but we want to actually see these results and we can see what it shows so we are going to copy these callbacks like this [Music] and we are actually just going to print user profile like this and then we are going to print an error code here print uh error code like this they're signing in now this error signing in is most likely to be four now before we do this we are going to do one last thing you see up here we have all these connect uh functions here so we will just copy these and put them inside here now notice how i'm just copying and pasting a bunch of code you can figure out all these stuff yourself by looking at the readme but this is supposed to be kind of a refresher with the newer paradigms make sure that these are called the right thing and these are good so now oops now we have a sign in loop so now we should be able to sign in like this so we're going to build this is going to take a a a good good few minutes because this is the first time we've built our export templates and we might actually need to restart the editor but we'll see one thing i forgot to mention is probably going to be one more a couple more things we actually need to play with um [Music] in the android build settings but for now we're just going to do this let it do its thing and we'll get to it when it happens all right so this is what i thought would happen so you'll see here it failed to build and this is because um the newer uh plug-in needs a min sdk version of at least 21 which um is not set so if you go back to if we go back to our google play test and android in our build folder let's just open that in code again and look around so inside our build folder not in resource you're going to find a i believe it's going to be in our build.gradle file config.gradle config.gradle so inside your config.gradle file right at the top you'll see here x x dot versions you're going to see min sdk 19. change that to 21 and that should be enough to fix this issue now i don't precisely know what caused the change in minimum version to happen i believe the fork that i got the initial 3-3 fix from before i added a couple functional functions to it upgraded the google play version or the google play library which required a higher sdk version than the older 3.2 plugin so i believe that's why it's asking for a new minimum version but with that fixed you see here now it's launching on a device and if we wait for it to launch and it crashed why did it crash let's debug and deploy with remote debug and figure out why this uh crashed on me allow access it's really weird that it crashed so ran you'll see that tries to connect to to play games it will come up with the oauth consent screen because and because our email is listed as one of the testers you're going to get this uh verified app and it's being tested accept all of the warnings and you'll get the nice uh okay so i got i had an error because the user profile did not have a token inside so the information within it is wrong but you'll see here that everything else works so we delete that and let's just continue fudge i don't want to play i want to continue we get the wait and we get the sign in message perfectly so that is exactly how you do it start to finish to get google play integration going and get the sign in working a lot of people were hitting error fours and again if you're hitting air force in your google play console in your google play console uh it's actually your your console.cloud here you're going to want your oauth consent screen to have the users you're using the test this is important and your credentials you're going to want to make sure that your credentials here have the correct sha-1 certificate fingerprint other than that some people were saying that you need a that you need to create this as a web application token and pass it in as a here with the request token you might need to do that if you're deploying it as a web application maybe but as an android application as i just showed you it's not required if you did it and it needed to be required you did something wrong in the process so hopefully uh that shows you roughly uh how to do everything now one caveat and i'm gonna do this just once i'm not going to go through the entire process but let's say we go here we we finished our application here and we want to export it and we want to export it and our release key is actually going to be the same as our our debug key because it really doesn't matter so our release key is going to be the same other debug key and we want to release this to more people than just yourselves just your internal testers right so you're going to export without debug as an apk we're going to create a new folder we're going to call it build and we'll call this google play test dot apk so that's gonna export it as an apk and then we're going to bring the apk into google play and i'll show you one thing that you you where you might start hitting error for again just give it a minute here it's taking its time all right so create the apk i think uh we'll check so google play test build so you have your apk right so inside your google play console here uh let's just do it like this and make this smaller so inside your google play console here at the top you're going to have here testing right so let's say you want to do an internal testing round so you need to create a new release right we're going to say alpha 0.01 uh you create your nodes just just a quick google google play services test right and you're gonna save this and you're gonna upload your apk so drop that there so you one important thing you should realize see how app signing key generated was shown in upload a valid app bunded by the bundle why is this why is it not valid oh needs an aab is there a way to to switch it to an aab project project settings there's got to be a way to change it to an a oh aab right so make sure to switch it to aab and let's uh let's do that again uh aab so it looks like google play is only accepting aabs now so uh we'll we'll switch switch that to abs so it looks like it generated okay let's look back here we've got our aab now let's try putting that in here so while this happens i'll just keep on talking a little bit so notice here how it says app and perfect so it so now that's uploaded uh let me just go over a few things uh quickly first notice here at the top it says app integrity releases signed by google play google will generate and protect an app signing key for your releases so what happens here is whatever you do no matter what you sign it with google is going to replay replace the key that you signed the app with with its own key so we'll save this release right we will review the release and there's an error you must let know whether your app is a cov a copy 19 tracking app really really that's stupid sorry that's that's really stupid all right so let's go back to how do i change that then how do i fix it yet dick is it a cobin app of course it's not a cobit app okay seriously draft show summary uh how do i review how do i change it where's the edit button edit release okay so is it a covet tracking app [Music] how do i tell it whether it's a covet tracking app no where's the it'd be nice if they told me where to where to actually tell them that you must know what your app is so it's probably inside um let's see maybe it's under setup internal advanced setting open testing [Music] uh set up your app view task this one my app is a public my app is not a public unicode again as if that's an actual thing now okay so let's go back to our releases page internal testing let's review warnings there's no testers there's no dlc objectification file associated uh app bundle contains native code and no debug symbols that's fine so we need testers so we need to configure our testing track [Music] select testers here we will so i have an internal list here which is i think it's just my two emails yeah so make sure to select your testers save changes here [Music] then go back to our internal testing here review the review and roll out uh only two warnings is fine and then start rollout on internal testing okay so to get get back to the point i was making in order for you to be able to test this application on a real device with through google play notice how there's an app integrity option here and notice how there's an app signing certificate and you've got a sha-1 certificate for fingerprint right here right you need to set up a new credential for this fingerprint or you will get error for 100 so you copy this you go back to your google play configuration in android here you want to add a credential android and then we say release because it's the release credential um what is this then we say use this credential for new installs and then we say yes for anti antipiracy and then we want to create a new oauth client hit create and again it's going to be credentials on the side you'll hit add create so credentials on the side here create credentials oauth client key android and we say uh play services release package name is ozdar and let me just make sure that i take the right package name oops project export package name take this packing package name here and we need to take the fingerprints that we got from here invalid uh oh that of course that's invalid we need to go to appendage app integra app integrity leave and discard um take our shot one here finish creating our credentials here create it so this is created now we need to finish uh we need to finish creating our credentials here so android add credential release new installs anti-piracy and we take the release and we hit save changes then everything is here go back to configuration review and publish and make sure to publish your changes all right so with that done we have a release track what we want to do is we want to promote and we don't want to promote it we want to give the how do we how do we send it not reviewed show summary go to device catalog where do i get um testers copy this link we will go to the link on here but first if your testers have it installed locally they are going to need to uninstall it so i've got multiple things here for some reason oh probably i changed the package name that's why so let's just remove both of them go to the play game uh let's not go to play game store let's go to google chrome yeah whatever i don't care yeah uh no no i don't no don't turn on the sync this is not my a real device there we go we want to go to this website and we want to sign in obviously let's not show my password i think that's it okay let me just and then we get here unreviewed we go here accept the invitation there we go and then we download it on google play and we can install it here now notice how i don't have any icons or anything last time the last video i made uh i added a bunch of extra steps for creating all the icons and everything and publishing it so all of your play store listings are good but you don't actually need that so open that and now in theory if i did everything correctly it should sign in properly and it signs in properly so that is how you create a release and how you would set up your uh sha-1 keys for release just quick refresher because it's really important um when you create your internal release when you create any release it will be signed by google using its app integrity system which will sign it with the shock keys that it creates and manages for you so just remember that you cannot give whatever you put in here is not your release key it's going to be overwritten by this all right so that was uh how you do it that's the new process it's the same process as before but uh i have uh distilled it down as far as i possibly can from start to beginning because i've done it a few times now as you saw there was actually very little uh issues that went on there beyond minor device issues and stuff like that but it works so with that said thanks for watching uh if you appreciate me remaking this video in a more clear more concise fashion or maybe less concise but more thorough fashion then hit the buttons down below leave a comment say thank you i appreciate you all see you next time [Music] you
Info
Channel: Ozzadar
Views: 1,103
Rating: undefined out of 5
Keywords: Godot 3.3 Android Exports, godot 3.3 android export, godot google play, godot google, godot android, godot android tutorial, godot google tutorial, godot google play error 4, google play error 4, godot tutorial, android tutorial, godot gamedev, ozzadar, mauville technologies, game development, android export, exporting android godot, godot aab, godot, godot engine
Id: f--pe75splM
Channel Id: undefined
Length: 57min 35sec (3455 seconds)
Published: Sun Sep 26 2021
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