SELECT "Apps" from the Studio left navigation menu
CLICK "Add App"
Supported devices include the list shown below.
You can select the supported devices for your application in MOTAR Studio.
Permission Scopes are listed under that section. Your application will start off with Authentication and Profile permission scopes, which are required by MOTAR. To see which permissions you will need for your app, please see https://docs.motar.io/studio/api
Here you can generate your Client ID and Client Secret keys for your application. These are used to help the SSO know what app you are attempting to login to, along with a few other things.
Redirect URIs are set here following this format
It is optional to set desktop launch URI. This will enable a launch button when a student opens a lesson using your app in the MOTAR dashboard. You can select whether or not you want an auth code to be passed along with the lesson ID in the redirect in the dialog box.
Push Notifications are configured under this section.
Here you can specify Community Listings. With the Community listing being set to the @motar page in this example, the application created would show up on the community page over at:
Here you can select and upload distribution packages for your application. Enter your version number, select the correct platform and app file then
Create App Distribution .
Upload File Type
.apk & Google Play Store (Production)
.ipa & Apple App Store (Production)
When selecting the Apple App Store Distribution model you will be required to enter the following information: Version: This will be a user-defined version number. App Store ID: This ID will be listed on your public app store listing URL, see screenshot for reference:
URL Scheme: This will be the user-created redirect URL for your production application listing on MOTAR. Find this value under the "Registered Redirect and Launch URIs"
When selecting the Google Play Store Distribution model you will be required to enter the following information: Version: This will be a user-defined version number. Play Store ID: This ID will be listed on your public play store store listing URL, see screenshot for reference:
Play Store Intent: Setting the Play Store Intent value will launch the play store app and load the targeted page if it's not found on the device. See the example below:
market://. Launches the Play Store app to load the target page.
The Generate Signed APK dialog box appears. This dialog box has a drop-down list in which you select one of your project’s modules.
As a result, another Generate Signed APK dialog box appears. This box contains a Key Store Path field. In what follows, it’s assumed that you haven’t yet created a key store. (If you’ve created one, you’ll know that you did.)
As a result, a New Key Store dialog box opens.
Choose a name and a location for your key store. Put the full pathname (the location and filename) of the new key store in the dialog box’s Key Store Path field. Enter passwords in the Password and Confirm fields. remember the passwords that you create when you fill in the Password and Confirm fields. You’ll need to enter these passwords when you use this key to sign another app.
In a key store file, each key has an alias
If you create a key on New Year’s Day in 2016, the key will expire on New Year’s Day in 2041. Happy New Year, everybody! According to the Play Store’s rules, your key must not expire until sometime after October 22, 2033, so 25 years from 2016 is okay.
Click OK. As a result, the Generate Signed APK dialog box reappears. This time, many of the box’s fields are filled in for you. Click Next. When you do, one last Generate Signed APK dialog box appears. In this final Generate Signed APK box, take note of the APK Destination Folder. Also, be sure to select Release in the Build Type drop-down list.
Your .apk will be stored on your device. If using android studio during this setup the IDE will offer to open the file location of the .apk you just created.
In XCode, select Product > Destination and then choose the Generic iOS Device option (in the step ).
The previous action will enable the Product > Archive option. Choose them and proceed to export the project as an *.ipa file.
After select Archive option, a dialog will be displayed. Ensure selecting the latest version of your app and click on the "Export..." button on the right side. This action will display another dialog where you must select the distribution mode "Save for Development Deployment" for building the *.ipa file and click "Next".
Once you have selected the building mode, XCode will ask you for your Team Development ID. After processing your options, XCode allows you to select which kind of devices can install the app. Once XCode finished building, it will get you a summary of the complete process. Simply click "Next" and the process will finish.
Finally, select the target directory where the *.ipa file will be saved and click on the "Export" button. This action will create a directory on the destination with the *.ipa file of your iOS application.
Instructions supporting Hololens & Oculus distribution can be found through the unity export options. After following those instructions take the final exported product, zip it and upload it as a distribution option.
As a studio user, you can set restricted distribution settings for an application. Search for a user under the restricted access button found on the right of "add distribution".
Enter a search term (minimum of 2 characters) and review available users returned below. From this menu the user can add a student to the access list moving the user from the "Search results:" column to the "Users with access:" column. From here your listing will have restricted access.
After adding the users with access list your app listing under the studio app's page will reflect the change by showing the restricted lock image.
Go to File.
Go to Build Settings.
Go to the player settings tab in that dialog box.
Configure your game settings (screen splash,game name,company name,etc,etc)
Select your platform (win/mac/linux/xbox/etc etc)
Click on build.
In: Project > Description Set the project’s details and thumbnail: > The Project thumbnail will appear in the UE4 Editor browser. > Thumbnail image must be a 192 x 192 resolution PNG
In: Project > Maps & Modes Set default level (Map) for the project:
In: Project > Packaging Choose build configuration > For final distribution choose ‘Shipping‘:
In: Project > Supported Platforms: Make sure Windows is selected:
Creating the game package: Choose: File > Package Project > Windows > Windows (64-bit) And select an output folder.
A folder named “WindowsNoEditor” will be created, And inside it will be the game executable along with code and assets folders. This package can be renamed and copied to other locations.