Ready made android games / app on Google playstore

Why are you selling this site?

I'm selling android apps that already publish on google play , total i have 9 games and 1 Dating app for sell.

App build using unity 3d and android studio software.

Below list games with price if you want to buy single game :

1. Solitaire King (50$ )

https://play.google.com/store/apps/details?id=com.nadinestudio.solitaireking

2. Clash Tower Defense (50$ )

https://play.google.com/store/apps/details?id=com.nadinestudio.clashtowerdefense…

Ready made android games / app on Google playstore

Persisting Player Prefs On Build in Android

Can I ask for help/guide where I can build 2d game on android device includes the players prefs that I defined already, for example I have an "int" PlayerPrefs (PlayerPrefs.Getint ("mysavenumber")),

the data "mysavenumber" has already a saved integer value in it. How ever upon building my game and installing it on my android device it seems does not hold any value.

How can I build my game with the Playerprefs data that I have defined upon building and installing it on an android device?

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GLES3 – GL_INVALID_OPERATION: Operation illegal in current state (Unity Android native)

I use Unity(editor 2020.1.8f1). My application use android native .so lib that use GLES3. In order to use it first of all I have done these steps :

first: go to Project Settings >>> Player >>> Other Settings.  second: find "Auto Graphic API" and uncheck it.  third: Now you can see a new panel just below the "Auto Graphic API". It's a list of "Graphics APIs". Remove all graphics APIs and just add "OpenGLES3". 

Then in android CMakeList.txt file I marked that I use GLES3

... target_link_libraries(         libcocodec         GLESv3               <----------------  THIS LINE         decoder_engine_lib         $  {log-lib} ) ... 

And there is a usage :

void RenderAPI_OpenGLCoreES::EndModifyTexture(         void* textureHandle,         int textureWidth,         int textureHeight,         int rowPitch,         void* dataPtr,         bool destroy) {     GLuint gltex = (GLuint)(size_t)(textureHandle);     // Update texture data, and free the memory buffer     glBindTexture(GL_TEXTURE_2D, gltex);          GLenum format = GL_RG;      glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, format, GL_UNSIGNED_BYTE, dataPtr);     if (destroy)         delete[](unsigned char*)dataPtr; } 

and error message I get is –

2020-11-08 10:51:46.966 1512-1930/com.co.unityandroidplayer E/Unity: OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state      (Filename: ./Runtime/GfxDevice/opengles/GfxDeviceGLES.cpp Line: 358) 

I assume that something wrong with usage of GLenum format = GL_RG;, because (just for test) – if I use GLenum format = GL_ALPHA; I don’t get any errors (as well as expected result). Looks like gles3 doesn’t know what is GL_RG format.

What am I doing wrong?

OpenVPN works on Ubuntu but not Android – Name Resolution [migrated]

Setup:
Server1 – Primary DNS/Plesk
Server2 – Secondary DNS
Server3 – OpenVPN

On by local computer running Ubuntu 20.04 I can successfully connect to the OpenVPN server and browse any website. My public IP Address shows as the SERVER3 IP Address.

On my Android, I can successfully connect to the OpenVPN server but I can only browse websites hosted on Server1. All other websites get the DNS_PROBE_FINISHED_BAD_CONFIG error message. In the OpenVPN app it shows a successful connection and the correct IP Addresses.

I am using the exact same configuration file for both devices. Note, different certificates are used for the connection.

Looking at the syslog on Server1, I see:

client @0x7f79480ea2b0 ANDROID-PUBLIC-IP-ADDRESS#50743 (www.facebook.com): query (cache) 'www.facebook.com/A/IN' denied 

I don’t get these errors when browsing on the Ubuntu box.

My ovpn file:

dev tun proto tcp remote SERVER3 IP 443 resolv-retry infinite nobind user nobody group nogroup persist-key persist-tun remote-cert-tls server cipher AES-256-GCM auth SHA256 verb 3 key-direction 1 <certificates are here> 

My OpenVPN Config file:

management 127.0.0.1 5555 dev tun ca ca.crt cert server.crt key server.key  # This file should be kept secret dh none server 10.8.0.0 255.255.255.0 ifconfig-pool-persist /var/log/openvpn/ipp.txt push "dhcp-option DNS SERVER1 IP" push "dhcp-option DNS SERVER2 IP" keepalive 10 120 tls-crypt ta.key cipher AES-256-GCM auth SHA256 user nobody group nogroup persist-key persist-tun status /var/log/openvpn/openvpn-status.log log         /var/log/openvpn/openvpn.log log-append  /var/log/openvpn/openvpn.log verb 3 explicit-exit-notify 0 

Android exploit demos to scare my parents?

I recently discovered that my parents’ android phones have not received security updates for years. When I talked to them I realized that the benefit of software updates is very abstract to them and that they clearly felt like I was overreacting.

I personally really understood importance of software updates by watching exploit demos at IT conferences. So now I am wondering: Are there such demos aimed at educating everyday users?

I am thinking of something like https://haveibeenpwned.com/ or https://amiunique.org/ but for android.

Remote debugging android app from another computer on different network

Is is it possible for Android development to remote debug an app from another network? I am not talking about WebView/Web Pages debugging but as stated here, as this page talks about remote debugging a WebView or web pages opened in any app and also I don’t think it will work on if device and computer are on different networks.

My scenario is that if Device A is connected to Computer A on Wifi A and I want to debug the app running on Device A from Computer B on Wifi B.

There is option to connect your device using the ADB wireless debugging using TCP-IP, but that requires the Device and Computer to be on the same network, but in my case device and computer are on another network.

Android: How safe is PBKDF2 with a 4 digit pin?

Our Product Manager wants a 4 digit pin for login in our app, obviously for UX reasons, so user don’t have to remember their password each time when they login.

A refresh token can be retrieved from backend to obtain a session token, which have access to the API. On our app, we encrypt the refresh token with AES and PBKDF2. A random salt and IV are generated plus the 4 digit used as password for PBKDF2.

After the encryption, I store the salt, IV and the cipher text base64 encoded in private shared preference.

The encryption code looks like this:

const val CPR_TRANSFORMATION = "AES/CBC/PKCS7Padding" const val ALGORITHM_TYPE = "PBKDF2WithHmacSHA1" const val ITERATION_AMOUNT = 12000 const val KEY_SIZE = 256  private fun encrypt(passCode: String, data: ByteArray): Encrypted { //e.g.: passCode = "0000"     val salt = ByteArray(256)     SecureRandom().nextBytes(salt)      val iv = ByteArray(16)     SecureRandom().nextBytes(iv)      val cipher = Cipher.getInstance(CPR_TRANSFORMATION)     cipher.init(Cipher.ENCRYPT_MODE, getSecretKey(passCode, salt), IvParameterSpec(iv))     val raw = cipher.doFinal(data)     return Encrypted(salt.encodeBase64(), iv.encodeBase64(), raw.encodeBase64()) }  private fun getSecretKey(passCode: String, salt: ByteArray): Key {     val pbKeySpec = PBEKeySpec(passCode.toCharArray(), salt, ITERATION_AMOUNT, KEY_SIZE)     val keyBytes = SecretKeyFactory.getInstance(ALGORITHM_TYPE).generateSecret(pbKeySpec).encoded     return SecretKeySpec(keyBytes, KeyProperties.KEY_ALGORITHM_AES) } 

Now my question is: How secure is this implementation?

  • How could an attacker retrieve the refresh token from shared preference and decrypt it?
  • Is the symmetric key inside secure element?
  • How safe is this implementation against malware or root?
  • How easy can the key be brute forced? (except that user tries 10k times manually to insert the correct pin)