Publish your Applications: Huawei AppGallery
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Huawei AppGallery is a distribution platform for introducing your application to end users on your Huawei mobile device, providing ability to search, download and share your applications.
AppGallery focuses on below major features to ensure applications uploaded on the platform are safe to use and download.
1. Four-layer Threat Detection
2. Smart and Exclusive App Selection
3. Exclusive Gift Packs
4. Diverse App Rankings
5. Smart Search
6. Quick Manager
Create and Upload your Application
Below needs to be followed in order to proceed with application upload.
Sign Up or Sign In
Create an account by signing-up to AppGallery. One can use their mobile no. or email Id to register as a developer.
Creating and Publishing a new application
Once your developer account is created, redirect to upload your app link, under “distribute” page.
Now re-direct to next page as shown below and select “My apps”
Once “My apps” been clicked, it will re-direct to the application page where new application needs to be created.
Select “New app” tab here and add parameters as below to create a new application.
Package Type: Application can have apk or rpk (quick app).
Category: Choose category for an application or game.
Language: Choose suitable language among 78 supported languages.
Once all the parameters are filled, click on “ok”.
Now under “Distribute” page, add “App information” as below
And click on “save”
Once “save” is clicked, click on “ok”.
After confirming the operation, application will re-direct under “Draft” page. Add release information here.
1> Add country and regions information as below
2> Scroll down and add packages or upload APK file as below by clicking on “software packages”
Tip: Please turn off proxy/svn while uploading a new apk/package.
3> Add other information as required.
Payment info: Payment info is added as free or through merchant account.
· In-app purchase: If your application is using the in-app purchase sdk, please provide this information.
· Content Rating: This is required to apply appropriate age for your application.
· Privacy policy: This is required to ensure the safe feature of application.
· Copyright Information: Provided to upload any important document or image.
· Review Information: Provide a test account and password in case we need to use some of your app functions that require user authentication, such as sign-in, in-app content viewing, and in-app purchases. The account will be used by our reviewer to verify these functions.
· Release schedule: Select a date on which app should be released in the app gallery.
Once all the release details are filled. Click on “save”.
Now, click on “Ok”.
Once application is saved, click on “Submit” and “Confirm” in the nect step.
Once application is submitted to AppGallery, same will be sent for review shown below.
Cheers!!
You can view your application in AppGallery under “MyApps” as below.
Reference: https://developer.huawei.com/consumer/en/doc/30204#h2-2-1-publishing-a-new-app
Conclusion
We can now publish our application with ease.
Related
More articles like this and questions for the process, you can visit HUAWEI Developer Forum and Medium.
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Introduction
Cloud-based testing services can be a most power full feature for app developers. But when it comes to choosing a testing service, you would be remiss if you only conducted automated tests or in-house tests. Automatic test processes based on real mobile phone use.
1. Compatibility Test
2. Stability Test
3. Performance Test
4. Power consumption Test
Let’s start how to do Cloud testing
· We need to create a project in android studio.
· Create an application in the Huawei AGC.
· Provide the SHA-256 Key in App Information Section.
· Provide storage location.
· Download the agconnect-services.json from AGC. Paste into app directory.
· Add required dependencies into root and app directory
· Sync your project
· Start implement any sample application.
Let’s start Compatibility Test
· The compatibility test of cloud test allows you to perform real machine tests.
· This test performs different scenarios of testing like installation, ANR, crash, UI error etc.
· Create Compatibility Test Task.
· Sign in to AGC and select your project.
· Select Project settings -> Quality -> Cloud Testing
· Select Compatibility Test and click start Now.
· Create Test Task, Upload APK into cloud testing
· After uploading success click Next button.
· Select device model and click OK Button.
· If you want create another test click Create Another test, if you want to view test lists then click View Test List it will redirect to test result page.
· Select Compatibility test from the dropdown list.
· Click View operation to check the test result.
· You can check full report click eye icon in bottom of the result page.
Test Report Result:
Note: Similar way you can test remaining Test methods
Conclusion:
Automating your testing process can reduce up to 99% of defects in your application, before releasing to manual testing. Huawei provides a detailed report for your to improve your app
Reference:
https://developer.huawei.com/consumer/en/doc/development/AppGallery-connect-Guides/agc-cloudtest-introduction
quite detailed. I will try.
More information like this, you can visit HUAWEI Developer Forum
Original article link: https://forums.developer.huawei.com/forumPortal/en/topicview?tid=0201326510859660010&fid=0101187876626530001
You can use Open testing to release your app only for beta users, but, In the special case of paid applications, the users will be asked to pay the real price of the app, even if is an Open Testing version. If you want to allow free access to the testers (for example, the QA team) you must also use Sandbox Testing. In this article I’m going to show you how to distribute a free version of your app with Open Testing.
Note: For paid apps is strongly recommended to add the DRM SDK.
Previous Requirements
A developer account
An app ready to be released
The Huawei IDs of all the trused users
Adding the users to the sandbox environment
Sign in your AppGallery connect console and choose Users and permissions.
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Go to Sandbox and select Test Account.
Click on Add to enter the Huawei ID of each user who you want to allow free access to your app.
From here you can edit or remove a user from the sandbox environment.
Creating the Open Testing User List
Before releasing your app for Open Tesing, you must create the list of trusted users who are going to test your Beta version. From Users and permissions, go to List management and select User list.
Click on new and fill the required information:
List name: A name to identify your list
Stored in: The site where the list will be stored, here you must choose the location which covers the region where the testers are. If you are going to release your app globally, is better to choose All
User information: Enter all the Huawei IDs and usernames of the test users.
Once you have finished, click on Confirm.
Releasing the Open Testing version
Open testing allows you to distribute a Beta version of your app in order to get feedback and make improvements before releasing for all.
Note: Open Testing is now in Beta State, follow this guide to enable it.
From My apps, choose the app to be relesed and pepare the release of a new version.
Under Open Testing fill the next information:
Version for Open Testing: Select yes
Test period: Period of time of the beta test.
Target users: Choose the user list you've created
Feedback email address: Email where the users can give feedback and report issues.
Invitation link validity period: Valid period in days to accept the invitation. If the user doesn't accept the invitation will not be able to find the beta version in App Gallery.
Once you have filled all the release information, click on Submit. If your app passes the manual/automatic review, all users in the list will receive an invitation to participate in the beta test. If a user accepts the invitation, will be able to find the beta version of your app in AppGallery
Conclusion
If you work with a QA team Open Testing and the Sandbox environment are powerful tools to test and improve your app without a real payment. Always remember to use them together for paid apps.
Reference
Open Testing documentation
Sandbox configuration guide
These posts have shown the first few steps of developing a Unity-based game:
Unity Editor Installation and APK Packaging: https://forums.developer.huawei.com/forumPortal/en/topic/0204435788744370088?fid=0101187876626530001
How Can I Use the HUAWEI Game Service Demo Provided by Unity:
So far, you are able to run a game demo provided by Unity.
This post can help you further test the demo to see whether it can:
Complete some of the initialization operations.
Support HUAWEI ID sign-in and obtain player information.
After the demo test, you can write your own code by referring to the demo.
APIs provided by Unity:
APIs for game initialization:
Huawei GameService.AppInit()
HuaweiGameService.Init()
APIs for game sign-in:
HuaweiGameService.Login(ILoginListener listener)
HuaweiGameService.SilentSignIn(ILoginListener listener)
HuaweiGameService.SignOut(ILoginListener listener)
HuaweiGameService.CancelAuthorization(ICancelAuthListener listener)
APIs for obtaining player information:
HuaweiGameService.GetCurrentPlayer(bool isRealTime, IGetPlayerListener listener)
For details about these APIs, see the official documentation of Unity:
https://docs.unity.cn/cn/Packages-cn/[email protected]/manual/appgallery.html#7-api-references-list
Sign-in Process
According to Huawei’s restrictions on joint operations games (https://developer.huawei.com/consum...ry-connect-Guides/appgallerykit-devguide-game), if your game will be:
Released in the Chinese mainland, call the following APIs:
AppInit > Init > login > getCurrentPlayer
Released outside the Chinese mainland only, the following APIs are optional:
AppInit > Init > login > getCurrentPlayer
HUAWEI ID sign-in is also optional.
In this example, I was going to release an app in the Chinese mainland, so I called the related APIs.
Demo Test
Test environment requirements
Device: A Huawei phone running EMUI 10.0.0, with Android 10
HMS Core (APK) version: 5.0.4.301
HUAWEI AppGallery version: 11.0.2.302
Unity version: 2020.1.2f1c1
You can obtain the demo code by referring to the following file. When an API is called, Unity displays a message indicating the calling result, which is very convenient for you to locate faults.
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Test steps
1. Start the demo. The following page is displayed.
By default, the HuaweiGameService.AppInit() API is called during app launch. The preceding message indicates that the API is successfully called.
2. Click Init. The following information is displayed.
Note: For a joint operations game, this API needs to be called when the game is launched, as required by Huawei. Unity’s demo provides a button for you to call the API.
3. Click Login, then login. The HUAWEI ID sign-in page is displayed.
Click Authorise and log in. A greeting banner and logs are displayed, indicating that the sign-in is successful.
Note: Ensure that the greeting banner is displayed, or your joint operations game may be rejected during app review.
4. Click getCurrentPlayer. The following information indicates that the player information API is called successfully.
For details about how to verify the player information, please check the official documentation:
https://developer.huawei.com/consumer/en/doc/development/HMS-References/verify-login-signature
The game sign-in is complete when the player information is approved.
Other optional APIs:
HuaweiGameService.SilentSignIn(ILoginListener listener)
Click silentSignIn. The following information indicates that the API is called successfully.
HuaweiGameService.SignOut(ILoginListener listener)
Click signOut. The following information is displayed.
HuaweiGameService.CancelAuthorization(ICancelAuthListener listener)
Click cancelAuthorization. The following information is displayed.
Click login again. The sign-in page is launched again, indicating that the authorization is canceled.
Introduction
In this article, we will learn how to add Push kit into our Unity Game. Push notifications are those notifications that we receive on our cell phone, smartwatch or computer with a message informing us about an event or encouraging us to take a certain action. While we usually take more time to read an email, we do the opposite with notifications: we respond to the stimulus by seeing them quickly (and it is that many times, to see a push it is not even necessary to unlock our screen). Thus, it is possible to take advantage of push notifications as a direct communication channel with our users, and they are a fundamental tool when it comes to generating engagement and building a lasting relationship.
Implementation Steps
1. Creation of our App in App Gallery Connect
2. Evil Mind plugin Integration
3. Configuration in Unity
4. Creation of the scene
5. Coding
6. Configuration for project execution
7. Final result
App Gallery Connect Configuration
Creating a new App in the App Gallery connect console is a fairly simple procedure but requires paying attention to certain important aspects.
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Once inside the console we must create a project and to this project we must add an App.
When creating our App we will find the following form. It is important to take into account that the category of the App must be Game.
Once the App is created, it will be necessary for us to activate the Account Kit in our APIs, we can also activate the Game service if we wish.
HUAWEI Push Kit establishes a messaging channel from the cloud to devices. By integrating Push Kit, you can send messages to your apps on users' devices in real time.
Once this configuration is completed, it will be necessary to add the SHA-256 fingerprint, for this we can use the keytool command, but for this we must first create a keystore and for this we can use Unity.
Remember that we must change the platform we are on since normally Unity will always assign us as a PC platform.
Once the keystore is created we must open the console, go to the path where the keystore is located and execute the following code. Remember that to use this command you must have the Java JDK installed.
Once inside the route
Keytool -list -v -keystore yournamekey.keystore
This will give us all the information in our keystore, we obtain the SHA256 and add it to the App.
Unity Evil Mind Plugin configuration
We have concluded the creation of the App, the project and now we know how we can create a keystore and obtain the sha in Unity.
In case you have not done it now we must create our project in Unity once the project is created we must obtain the project package which we will use to connect our project with the AGC SDK. first of all let's go download the Evil Mind plugin.
GitHub - EvilMindDevs/hms-unity-plugin
Contribute to EvilMindDevs/hms-unity-plugin development by creating an account on GitHub.
github.com
In the link you can find the package to import it to Unity, to import it we must follow the following steps.
Download the .unity package and then import it into Unity using the package importer.
Once imported, you will have the Huawei option in the toolbar, we click on the option and add the data from our App.
Once we have imported the plugin we will have to add the necessary data from our App Gallery App and place it within the
required fields of the Unity plugin. Well, now we have our App Gallery App connected to the Unity project.
Now we can add the Push Notifications prefab to our scene remember that to do this we must create a new scene,
for this example we can use the eschena that the plugin provides.
For more, you can check https://forums.developer.huawei.com/forumPortal/en/topic/0202457956096970035
Why thus p40 pro giveaway date is extending every time?
YUAman said:
Why thus p40 pro giveaway date is extending every time?
Click to expand...
Click to collapse
Hi, you mean? I can not understand.
BackgroundApp Linking provides services across diverse platforms, but its services differ depending on the Android channel.
If you read through App Linking documentation, you’ll discover that all app stores such as Google Play and HUAWEI AppGallery will be launched for a user if your app has not been installed on the user’s Android device. Then the user can select one from which to install the app.
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CauseWhen a local app store is started, the app package name is queried to locate the app details page. However, the app package name varies depending on the channel. For example, for a Huawei channel, the package name ends with .huawei, which is different from that in a Google channel.
Does this mean it’s impossible for an App Linking link to be opened in all local app stores due to package name inconsistency? The answer is no because there is a solution to this problem.
Solution:Perform the following to resolve the issue:
We know that App Linking can redirect users to a custom website if the app has not been installed, so you can use Android intents to create custom links, in which you can configure the package name and fallback URL to be opened. The basic syntax is as follows:
XML:
intent:
HOST/URI-path // Optional host
#Intent;
package=[string];
action=[string];
category=[string];
component=[string];
scheme=[string];
S.browser_fallback_url=[encoded_full_url]
end;
Taking advantage of the preceding functions, you can:
1. Create a link of App Linking and use the setOpenType(CustomUrl) method to set the open type to redirect users to a custom website for the Android platform. The involved APIs are as follows:
Java:
.setAndroidLinkInfo(new AppLinking.AndroidLinkInfo.Builder()
.setAndroidDeepLink(Android_LINK)
.setOpenType(CustomUrl)
.setFallbackUrl(BACK_LINK)
.build())
2. Use an Android intent to configure the preceding custom website. Here, I use Taobao as an example:
XML:
"intent://details?id=com.taobao.taobao#Intent;scheme=appmarket;package=com.huawei.appmarket;S.browser_fallback_url=https://play.google.com/store/apps/details?id=com.taobao.taobao;end"
The process is as follows:
1. Use the appmarket scheme to start the app whose package name is com.huawei.appmarket, that is, to open HUAWEI AppGallery.
2. Pass the package name com.taobao.taobao to HUAWEI AppGallery. Then, HUAWEI AppGallery will start this package.
3. If com.huawei.appmarket is not found, set S.browser_fallback_url to a fallback URL.
4. The fallback URL is a Google Play link. Simply set id in this URL to the name of the package to be opened. In this example, the ID is com.taobao.taobao.
Practice and TestEnsure that an App Linking project of the Android platform has been completed. For details, visit this site.
Open the original App Linking project and add the following information in bold:
Java:
String BACK_LINK = "intent://details?id=com.taobao.taobao#Intent;" +
"scheme=appmarket;package=com.huawei.appmarket;" +
"S.browser_fallback_url=https://play.google.com/store/apps/details?" +
"id=com.taobao.taobao;end";
AppLinking.Builder builder = new AppLinking.Builder()
.setUriPrefix(DOMAIN_URI_PREFIX)
.setDeepLink(Uri.parse(DEEP_LINK))
.setAndroidLinkInfo(new AppLinking.AndroidLinkInfo.Builder()
.setAndroidDeepLink(Android_DEEP_LINK)
.setOpenType(CustomUrl)
.setFallbackUrl(BACK_LINK)
.build());
Test:
1. Install the demo on a device, create a link of App Linking, and add it to the note.
2. Uninstall the app to simulate the scenario where the app is not installed.
3. For a Huawei phone, tap Open/Download. On AppGallery that is displayed, open the Taobao details page. The following figure shows the Taobao details page in HUAWEI Browser.
4. For a non-Huawei phone, tap Open/Download. On Google Play that is displayed, open the Taobao details page. The following figure shows the Taobao details page in Google Chrome.
5. The problem is now resolved. If you encounter a similar problem, simply follow my example step by step and change the package name to resolve the issue.
For more details, please go to:
https://developer.huawei.com/consum...ry-connect-Guides/agc-applinking-introduction