Search Unity

  1. Improved Prefab workflow (includes Nested Prefabs!), 2D isometric Tilemap and more! Get the 2018.3 Beta now.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice
  4. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

App rejected. Eligibility issues from Google Play for Android TV

Discussion in 'Android' started by giorgos_gs, Jun 19, 2018.

  1. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Hi,
    I build my app with Unity 2018.1.2f1 with Android TV compatibility, android Game and of course icons and banner for TV.
    It builds ok but when I publish the App in Google play and they run tests for TV they always reject it with this reasoning:

    App status: Your app has not been accepted into Android TV. This does not affect your app’s status on Google Play.

    Eligibility issues by APK version:

    No full-size app banner

    Your app does not contain a full-size app banner or is it not visible in the launcher. We are targeting 1080P, which we consider xhdpi. Apps should include the banner in the xhdpi (320 dpi) drawables folder with a size of (320px × 180px). Please refer to our Home Screen Banner and UI Patterns documentation.

    The title should help users identify apps in the launcher. Please refer to our Visual Design and User Interaction documentation for more information.

    I have this banner and it is in the APK. What can I do to pass this test?
    thanks
     
  2. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Any tips on this would be highly appreciated...
     
  3. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Anyone got it working in TV and passed google tests with the latest version of Unity?
     
  4. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Anyone?
     
  5. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    I am still waiting for some reply by a Unity staff.
    I am keeping rejected out of the Google Play TV store because of this.
    Has anyone else heard about this?
    Thanks
     
  6. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Its been 3 weeks. Anyone?
     
  7. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    877
    Hi!

    Sorry for the silence - can you please submit a bug report and post the case number here? We'll fix that!
     
  8. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Will do that tomorrow. Today I tried to build with 'cradle, export' as well but Google gave me the exact same error.
     
  9. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    I just submitted a bug but I didnt get a reply with the case number. How do I get it?
     
  10. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Just got the email. Its (Case 1056659)
     
    Yury-Habets likes this.
  11. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    I didnt upload my project because it will not show anything. The android builds perfectly in both internal and cradle export but and runs perfectly in my xiaomi mi tv but when I submit it in Google play I always get rejected for the same reason. I check my manifest and banner and its all there.
     
  12. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    When should I expect a fix? Please advice I want to plan my releases to TV.
     
  13. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    877
    Unity is adding the 320x180 app banner if you have it enabled in Player Settings - Icon. I thought for some reason we are missing a higher resolution, but now I'm confused.

    What is exactly missing in your APK, according to Google?
    Can you see if it's included in the APK? If it is, then you should probably contact Google Play support
     
  14. petipois26

    petipois26

    Joined:
    Mar 17, 2014
    Posts:
    22
    I recently had this ...the app size banner was solved by making a 320x180 img and making sure Enable banner is checked under Icon in players settings.
    bannererror.PNG

     
  15. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    My banner is checked under Icon in players settings. Its not missing but Google keeps rejecting my app for this reason. I thought that something else in your code is confusing Google? Maybe the manifest?
     
  16. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Its included in the APK, but Google says its missing. Maybe it has to do with the manifest?
     
  17. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    I have done this but still Google rejects me for this.
     
  18. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    877
    If you are sure the banner is in res/ folder in your APK, and the manifest points to it - then best idea would be to contact Google Play support.
     
  19. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Yes, I am sure. I will try with the latest Unity and see if it makes any difference.
     
  20. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    I submitted with the new Unity 2018.2.0f2 for TV Google play and I got rejected again for the same reason.

    No full-size app banner
    Your app does not contain a full-size app banner or is it not visible in the launcher. We are targeting 1080P, which we consider xhdpi. Apps should include the banner in the xhdpi (320 dpi) drawables folder with a size of (320px × 180px).







    As you can see, everything is there.
    I have wrote to Google about it but I dont expect any answer.
     
  21. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    877
    Can you please inspect your manifest? (I prefer to use "Analyze APK" option in Android Studio)
     
  22. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    manifest:
    Code (CSharp):
    1. <?xml version="1.0" encoding="utf-8"?>
    2. <manifest
    3.     xmlns:android="http://schemas.android.com/apk/res/android"
    4.     android:versionCode="219"
    5.     android:versionName="2.0.1"
    6.     android:installLocation="2"
    7.     package="com.crazysoft.personalitypremiumTV"
    8.     platformBuildVersionCode="27"
    9.     platformBuildVersionName="8.1.0">
    10.  
    11.     <supports-screens
    12.         android:anyDensity="true"
    13.         android:smallScreens="true"
    14.         android:normalScreens="true"
    15.         android:largeScreens="true"
    16.         android:xlargeScreens="true" />
    17.  
    18.     <application
    19.         android:theme="@ref/0x7f050000"
    20.         android:label="@ref/0x7f040000"
    21.         android:icon="@ref/0x7f030000"
    22.         android:debuggable="false"
    23.         android:banner="@ref/0x7f020000"
    24.         android:isGame="true"
    25.         android:roundIcon="@ref/0x7f030001">
    26.  
    27.         <activity
    28.             android:label="@ref/0x7f040000"
    29.             android:name="com.unity3d.player.UnityPlayerActivity"
    30.             android:launchMode="2"
    31.             android:screenOrientation="6"
    32.             android:configChanges="0x40003fff"
    33.             android:hardwareAccelerated="false"
    34.             android:maxAspectRatio="1074161280.000000">
    35.  
    36.             <intent-filter>
    37.  
    38.                 <action
    39.                     android:name="android.intent.action.MAIN" />
    40.  
    41.                 <category
    42.                     android:name="android.intent.category.LAUNCHER" />
    43.  
    44.                 <category
    45.                     android:name="android.intent.category.LEANBACK_LAUNCHER" />
    46.             </intent-filter>
    47.  
    48.             <meta-data
    49.                 android:name="unityplayer.UnityActivity"
    50.                 android:value="true" />
    51.         </activity>
    52.  
    53.         <meta-data
    54.             android:name="unity.build-id"
    55.             android:value="00c54437-2e74-4824-a8d9-fd346e5faa4c" />
    56.  
    57.         <meta-data
    58.             android:name="unity.splash-mode"
    59.             android:value="1" />
    60.  
    61.         <meta-data
    62.             android:name="unity.splash-enable"
    63.             android:value="true" />
    64.     </application>
    65.  
    66.     <uses-sdk
    67.         android:minSdkVersion="16"
    68.         android:targetSdkVersion="27" />
    69.  
    70.     <uses-feature
    71.         android:glEsVersion="0x20000" />
    72.  
    73.     <uses-permission
    74.         android:name="android.permission.INTERNET" />
    75.  
    76.     <uses-permission
    77.         android:name="android.permission.ACCESS_NETWORK_STATE" />
    78.  
    79.     <uses-feature
    80.         android:name="android.hardware.touchscreen"
    81.         android:required="false" />
    82.  
    83.     <uses-feature
    84.         android:name="android.hardware.touchscreen.multitouch"
    85.         android:required="false" />
    86.  
    87.     <uses-feature
    88.         android:name="android.hardware.touchscreen.multitouch.distinct"
    89.         android:required="false" />
    90. </manifest>
    91.  
     
  23. bart_the_13th

    bart_the_13th

    Joined:
    Jan 16, 2012
    Posts:
    320
    can you disable android banner on unity build setting, and manually upload it on the developer console? I usually do it that way...
     
  24. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    877
    @giorgos_gs your manifest looks correct to me.

    @bart_the_13th this is the banner which is shown on the screen of client devices, and should be included into the APK.
     
  25. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Any solution? Google does not reply to me, they just reject me.
     
  26. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    I have compression LZ4HC. I dont know if that may cause the rejection...
     
  27. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    877
    As soon as you see the banner in your resources, and a reference in the manifest - nothing else matters.

    Sorry can't suggest you anything other than poking Google.
     
  28. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    877
  29. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Will try this too.
     
  30. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Tried with a banner with TEXT and it seems to work! Now they rejected me for another reason that I though I have fixed:

    Missing DPad functionality
    Your app requires user interaction for menus or app navigation. Please make sure that all menus and app navigation are fully functional using a DPad. Please refer to our DPAD Control and Hardware Declaration documentation.

    I have already tested the app on xiaomi mi TV remote control and it works perfectly.
    This is a nightmare!
     
  31. giorgos_gs

    giorgos_gs

    Joined:
    Apr 23, 2014
    Posts:
    459
    Anyway I consider this issue fixed.
     
    Yury-Habets likes this.