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The Galaxy Store Developer API has launched! Providing programmatic access to key functions of Seller Portal, the Galaxy Store Developer API lets you manage your apps and in-app items or check app performance, without having to use the Seller Portal UI.

The Galaxy Store Developer API contains a set of server-to-server APIs which provides access to different areas of Seller Portal:

  • Content Publish API: View, modify, submit, and change the status of apps registered in Galaxy Store Seller Portal
  • IAP Publish API: View, register, modify, and remove Samsung In-App Purchase (IAP) items
  • GSS (Galaxy Store Statistics) API: View statistics about apps registered in Galaxy Store

Content Publish API

Use the Content Publish API to manage your apps registered in Seller Portal to:

  • View a list of all of your registered apps
  • View information about a single registered app, such as the title, status, description, binary information, and more
  • Modify app information, including images, icons, and binaries
  • Submit an app for review (an app must be reviewed before being offered for sale in Galaxy Store)
  • Change the status of a registered app to FOR_SALE, SUSPENDED, or TERMINATED
  • Upload files required when submitting or updating an app

See Content Publish API for more information.

IAP Publish API

Use the IAP Publish API to manage your in-app items of your registered apps in Seller Portal to:

  • View information about in-app items for all of your registered apps
  • View in-app item information for a single registered app, such as the title, status, description, price, and more
  • Register an in-app item
  • Modify an in-app item
  • Remove an in-app item

See IAP Publish API for more information.

GSS API

Use the GSS API to view statistics about your registered apps in Seller Portal to:

  • View statistics for all of your registered apps, such as new downloads, downloads by devices, sales, and item sales
  • View statistics about a single registered app, such as new downloads, sales, item purchases, average rating, ratings volume, item sales, item buyers, new item buyers, and ARPPU (average revenue per paying user)

See GSS Metric API for more information about viewing statistics.

Get Started

Are you ready to start using the Galaxy Store Developer API? Learn more about its requirements by going to the Seller Portal notice or Galaxy Store Developer API. Each API also includes examples showing usage and expected results.

View the full blog at its source



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      Figure 1: Enabling the "Build App Bundle" option

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      Figure 2: "Init Play Asset Delivery" option

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      Figure 3: Creating asset groups

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      Figure 4: Converting assets into Addressables

      Click the folder name in the "Group" field. In the example, the folder name is "Grass."
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      Figure 5: Assigning assets to groups

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      Figure 6: Selecting the delivery type for asset groups

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      In this game, we are using PAD to load the grass and ground assets. Once they are successfully loaded, you can change the floor tile material using the following handler functions.
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      void OnGroundAssetLoaded(AsyncOperationHandle<Material> handle) { groundMaterial = handle.Result; foreach (GameObject prefab in floorPrefabs) { prefab.GetComponent<MeshRenderer>().material = groundMaterial; } } Save the script and go back to the Unity editor. The new materials are loaded and applied to the floor tiles in the level.

      Testing your PAD-enabled game on the Play Store and Galaxy Store
      The game configuration for using addressable assets and PAD is complete. Before publishing your game, consider whether to use the "Split Application Binary" option.
      On the Android Player settings, expand "Publishing Settings," and scroll down to the "Split Application Binary" checkbox. This checkbox decides how Unity handles packaging when building the game. If this checkbox is checked, Unity splits the base game files from the asset files when building the AAB and enables you to configure each PAD feature in your game. In the images below, you can see what happens when you choose this option. If this option is unchecked, Unity always generates a singular archive file and disables PAD. This is the safest option for uploading your game to Galaxy Store, if your PAD configuration is using options that are not supported by Galaxy Store.



      Figure 7: "Split Application Binary" option

      To enable PAD, check the "Split Application Binary" option Build the game and upload the generated AAB file to both the Play Store and Galaxy Store to check how the game behaves in both stores. If the game assets load correctly in both stores, the PAD configuration was done correctly. Below is an example of what might happen if "On Demand" configuration is used instead.
      When the game is downloaded from the Play Store, Unity automatically downloads the "On Demand" assets. A notification for an "Additional file download" appears during the download process:




      Figure 8: Additional file download notification

      Once the download is complete, the downloaded asset is loaded in your game, replacing the previous assets. In this example game case, the old ground and grass materials are changed to the new textures configured in the previous section.




      Figure 9: Assets updated in the game

      However, when the same game AAB file is uploaded to Galaxy Store and a user downloads it from this store, the PAD assets are not downloaded. Thus, when the game tries to use these assets, they cannot be loaded into the game's memory and glitches might appear.
      While additional error checking can be done to avoid these glitches, the functionalities which require PAD assets still cannot be used. Internally, the game checks the installation source before trying to download the PAD assets and throws an error if the game is not installed from the Play Store.




      Figure 10: Issues might occur if a PAD-enabled game is uploaded to Galaxy Store

      Making the game compatible with Galaxy Store
      To upload your game to Galaxy Store, you can adjust the asset handling to be compatible with Galaxy Store. The best way to do this is by bundling the assets together with the base game, as explained in the previous sections.
      This method is highly recommended. This ensures that the required assets are always available with the game, as well as allowing you to change the assets during runtime, if necessary. Though this can increase the game download size and require you to upload a separate AAB file to Galaxy Store, the process ensures that the assets are always available with the game for full feature parity across all storefronts.
      To make your game build compatible with all storefronts, choose one of the following approaches.
      Option 1: Uncheck the "Split Application Binary" checkbox
      Go to Build Settings > Player Settings > Publishing Settings and uncheck the Split Application Binary checkbox. When you then compile the game, the new AAB file is compatible with Galaxy Store and all the game's functionalities remain intact.




      Figure 11: "Split Application Binary" unchecked option.

      With this option, the assets are packaged together with the game and no separate download is required.
      Option 2: Change delivery type to "Install Time"
      If you want to keep using PAD, you can achieve compatibility by changing all addressable asset groups' delivery type to "Install Time." Keep in mind that when choosing this option, all assets need to be changed to "Install Time" one by one, while the previous one is a one-click process. Unlike "On Demand" and "Fast Follow" asset packs, "Install Time" asset packs are included in the universal APK. Thus, the assets are downloaded together with the game and work as intended without causing errors.
      From the user's perspective, the main difference between "Install Time" and other PAD options is whether the assets are downloaded when the game is installed or later during gameplay. The initial download size is larger when the assets are packaged together with the game, but on the other hand, the user will not need to wait for the assets to download later during gameplay. This enables offline gameplay as well.
      Conclusion
      In this tutorial, you have learned how to configure a Unity game with PAD so that it can easily be published to Galaxy Store without requiring massive changes or breaking any compatibility. For more information, check out the "Addressables for Android" package documentation page Build content for Play Asset Delivery. If you have any feedback or questions, reach out to us in the Samsung Developers Forum.
      View the full blog at its source





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