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May Updates to Galaxy Store Seller Portal are Here!


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The Galaxy Store Seller Portal team has brought forth new enhancements for May.

Don’t miss out on valuable information about Galaxy Store Seller Portal

In the past, important changes and the latest news about Seller Portal were shared through announcements posted on the Seller Portal system. Now, you can receive these announcements directly through email notifications.

Email notifications contain valuable insights and information about Seller Portal. You will still continue to receive important announcements about the latest updates to Seller Portal, but now you can opt in and subscribe to receive benefits, tips, and news focusing on you, the seller.

Change your email notification preferences at any time from your Seller Portal user profile. Subscribe now and don't miss any of the valuable information from the Galaxy Store Seller Portal team.

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Import beta app

After beta testing your app, if no updates are required, you don’t need to upload the binary again. Instead, you can import the existing binary you used for beta testing to quickly register it for commercial distribution. From the Binary tab, click Import Beta App.

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App groups

An app and its beta test apps are organized and displayed together as a group in your list of apps. You can easily identify which app is on sale in Galaxy Store or is being registered and if any apps were added as beta test apps. The group can be expanded or collapsed.

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Watch face keywords

A new field for watch face keywords has been added for watch face apps (when "Watch faces" is selected as the category). Previously, we asked you to add keywords used on your watch faces in the Description field. This information is used to help us more quickly review your designs and identify any possible IP infringement.

In the App Information tab of your watch face app, the Watch Face Keywords field is used for you to identify all words (such as your brand name) that appear on your watch face design. Text for commonplace terms, such as the names of days or months, do not need to be included.

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Promotional opportunities for Galaxy Store

While discovering apps, a user may download an app based on various factors such as the app name, icon, screenshots, or description. Screenshots are one of the most important assets and can be used to make a big impact and visual impression.

Did you know that your uploaded screenshots may be used for a banner in Galaxy Store? If you upload an image with a 16:9 ratio, the Galaxy Store team can immediately consider it for their promotions.

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Have you tried out last month’s updates to beta testing?

Last month, enhancements to beta testing included testing any app at any time and running open and closed beta tests simultaneously, improving your ability to find and fix issues with your app before publishing in Galaxy Store. Read more about these added features in Enhancements for Beta Testing Apps in Seller Portal.

Additional resources on the Samsung Developers site

This site has many resources for developers looking to build for and integrate with Samsung devices and services. Stay in touch with the latest news by creating a free account or by subscribing to our monthly newsletter. Visit the Marketing Resources page for information on promoting and distributing your apps. Finally, our developer forum is an excellent way to stay up-to-date on all things related to the Galaxy ecosystem.

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    • By STF News
      Unity Distribution Portal (UDP) lets you distribute your games to multiple app stores through a single hub. UDP repacks your Android build with each store’s dedicated In-App Purchase SDK to make your game compatible with the separate app stores (Android alternative app stores). In this tutorial, you will learn the procedure for publishing a game on Galaxy Store using the UDP console. All you need to do is implement in-app purchases (IAP) using UDP. UDP then automatically repacks your game into store-specific builds. Follow the tutorial to integrate UDP into your game and publish it on Galaxy Store.
      Before you start
      We recommend that you implement UDP in your game towards the end of the development cycle. It is easier to implement UDP at this stage as you have already decided what your game’s IAP items are. Make sure you have completed your game before diving into the UDP implementation. We have developed a sample coin collecting game (see Figure 1) in Unity and we’ll show you how we implemented UDP into this game.

      Figure 1: Preview of the sample game developed in Unity.

      Note that there are three types of Samsung IAP items: consumable (single use, re-purchasable), non-consumable (unlimited use, not re-purchasable), and subscription (unlimited use while active). Since UDP does not support subscriptions, there is no guidance for implementing subscription items in this post.
      Now that you know when to implement UDP and which Samsung IAP items are supported, we’re ready to begin with the development procedure.
      Create a game in the UDP console
      After signing in to UDP, please follow the steps below:
      Go to My Games -> ADD GAME, enter the game title, and click on CREATE. After that, you are automatically moved to the Game Info tab. In the Game Description tab, provide some basic information (metadata, description, visual assets, and ratings). Click on SAVE. You are not required to complete all sections at this time. Integrate UDP in Unity and link it to the UDP console
      There are two ways to integrate UDP in Unity: using the UDP package or Unity IAP. We used the UDP package for this blog. To do this, follow the steps below:
      In the Unity editor, go to Window -> Package Manager, select All packages -> Unity Distribution Portal -> Install. To enable UDP in your project, access Window -> Unity Distribution Portal -> Settings. Create a new Unity project ID (if required, or else use an existing one) in the Services Window. To do this, click on Go to the Services Window, select your organization, and then click Create. Obtain the client ID from the UDP console: go to the Game Info tab of the UDP console, scroll down to Integration Information, and copy your Client ID using the COPY button. Now, go back to Window -> Unity Distribution Portal -> Settings, paste the client ID into the relevant field, and finally click on Link Project to this UDP game. Now you have successfully linked your Unity project to the game created on the UDP console. If you’re having problems, go here to try some troubleshooting methods before jumping into the next section.
      Register IAP items in UDP
      There are two IAP products in our sample game: “Super Jump” (consumable) and “Upgraded Player” (non-consumable). We need to add these products in the UDP console so they can be purchased inside the game. We can register the items directly either on the UDP console or in the Unity editor.
      Follow the steps below for the UDP console:
      Go to the Game Info tab of the UDP console, scroll down to In-App Purchases, and select Add Item. Do not forget to click on EDIT INFO, if required. Provide a valid product ID, product name, price (USD), and description. Select if the item is consumable or non-consumable, then click SAVE. You can add as many products as you have in your game. For our sample game, we have added a consumable and a non-consumable item with the product IDs “superjump1” and “upgradeplayer1” respectively. Please remember the IDs you choose as these are required while initiating purchases. You can manage the prices in different currencies for each product individually by clicking on Manage amounts and currencies. You can also automatically convert your base price (USD) to different currencies for all your products at once by clicking Convert. Select SAVE in the top right corner to save your changes. In Unity, go to Window -> Unity Distribution Portal -> Settings, and click on Pull to retrieve your saved IAP items from the UDP server. Now, you can see all the items are added to the IAP Catalog. You can also add IAP items in Unity directly in the IAP Catalog by clicking on Add New IAP Product, and then selecting Push to save your products to the UDP server (see Figure 2). In addition, there are many manipulation processes for adding IAP items (for example, bulk import and CSV template). Click here to learn more.

      Figure 2: IAP Catalog under UDP Settings in Unity.

      Initialize the UDP SDK in Unity
      To access the UDP SDK, we need to declare the UDP namespace inside the game manager script. Please note that “player.cs” is the manager script in our sample project and is attached to the main player game object in the editor as a component. Hence, from now on we continue editing the codes into this script to enable all the UDP functionalities. Follow the steps below:
      Add the following line at the beginning to access the UDP libraries.
      using UnityEngine.UDP; Make the manager code (player.cs) inherit from the IInitListener interface.
      public class player : MonoBehaviour, IInitListener In the Start() function of the manager (player.cs) class, call the Initialize() method.
      StoreService.Initialize(this); The IInitListener then returns a success or failure message to inform your game if the initialization was successful. Implement the following methods in the same class to obtain this message: if it is successfully initialized, the OnInitialized() method is invoked with the user information; if it was not initialized, the OnInitializeFailed() is called with an error message.
      public void OnInitialized(UserInfo userInfo){ Debug.Log("Initialization succeeded"); // You can call the QueryInventory method here to check whether there are purchases that haven’t been consumed. } public void OnInitializeFailed(string message){ Debug.Log("Initialization failed: " + message); } If you’d like more guidance, check out Initialize the UDP SDK in the Unity documentation for more detailed information. Otherwise, continue to the next section.
      Query the purchased IAP items
      After the initialization is successful, we need to retrieve the previously purchased non-consumable and unconsumed products when the user launches the game. Call the QueryInventory() method of the UDP SDK to get the product information (product name, ID, description) for non-consumable purchases and consumable purchases that have not yet been consumed. Follow the steps below:
      It is necessary for the manager script (player.cs) to inherit the IPurchaseListener interface along with the IInitListener to implement the QueryInventory() method.
      public class player : MonoBehaviour, IInitListener, IPurchaseListener After that, we need to override all the required methods for the IPurchaseListener interface in our class. Although we show only the OnQueryInventory() and OnQueryInventoryFailed() methods here, we gradually complete the others in subsequent sections.
      public void OnQueryInventory(Inventory inventory){ //Query inventory succeeded Debug.Log("Query inventory succeeded"); IList<ProductInfo> productList = inventory.GetProductList(); if(productList != null){ for(int i=0; i<productList.Count;i++){ if(productList[i].ProductId=="upgradeplayer1"){ playerMaterial = Resources.Load<Material>("UDPMaterial"); MeshRenderer meshRenderer = GetComponent<MeshRenderer>(); meshRenderer.material = playerMaterial; } } } } public void OnQueryInventoryFailed(string message){ Debug.Log("Query Inventory failed"); } As you can see, a few actions have been taken inside the method depending on the product ID. Similarly, you can build some logic here (for example, check for unconsumed products and purchased products that have not been delivered) based on your game design.
      Finally, call the QueryInventory() method on a successful initialization inside the OnInitialized() method that was implemented in the previous section.
      public void OnInitialized(UserInfo userInfo){ Debug.Log("Initialization succeeded"); // You can call the QueryInventory method here to check if there are purchases that haven’t been consumed. StoreService.QueryInventory(this); } For further information about query inventory in UDP, go here.
      Purchase IAP products
      In our sample game, there are two UI buttons (see Figure 1), the “Buy Super Jump” and the “Upgrade Player.” These buttons allow users to purchase consumable and non-consumable items respectively inside the game. Please follow the steps below to accomplish these button actions:
      Declare two button variables in the beginning of the player class (player.cs).
      public Button buySuperJumpButton; public Button upgradePlayerButton; Add two listener methods, OnBuySuperJumpButton and OnUpgradePlayerButton, at the end of the Start() method of the player class (player.cs).
      buySuperJumpButton.onClick.AddListener(OnBuySuperJumpButton); upgradePlayerButton.onClick.AddListener(OnUpgradePlayerButton); Implement two listener methods in the same class for the button listeners in the previous section. These enable the “Buy Super Jump” and “Upgrade Player” buttons to initiate purchasing the respective IAP items through invoking the Purchase() method of the UDP SDK. Please note, we have used the item IDs we registered in the “Register IAP items in UDP” section.
      void OnBuySuperJumpButton(){ //initiate purchasing a super jump item StoreService.Purchase("superjump1", "", this); } void OnUpgradePlayerButton(){ //initiate purchasing an upgraded player item StoreService.Purchase("upgradeplayer1", "", this); } The overriding method OnPurchase() is triggered if the purchase is successful. In other cases, the OnPurchaseFailed() method is invoked with an error message. If the item is consumable, consume the product here. Otherwise, deliver the product.
      public void OnPurchase(PurchaseInfo purchaseInfo){ // The purchase has succeeded. // If the purchased product is consumable, you should consume it here. // Otherwise, deliver the product. if (purchaseInfo.ProductId == "upgradeplayer1"){ playerMaterial = Resources.Load<Material>("UDPMaterial"); MeshRenderer meshRenderer = GetComponent<MeshRenderer>(); meshRenderer.material = playerMaterial; } else if(purchaseInfo.ProductId == "superjump1"){ StoreService.ConsumePurchase(purchaseInfo, this); } } public void OnPurchaseFailed(string message, PurchaseInfo purchaseInfo){ Debug.Log("Purchase Failed: " + message); } Save the script and go back to the Unity editor to add references for the UI buttons to the variables of the “player.cs” script that we declared in step 1.
      We have completed purchasing IAP items inside our game. However, notice that in step 4, we only delivered the non-consumable item and invoked the ConsumePurchase() method for the consumable item.
      Consume IAP products
      We need to implement the overriding OnPurchaseConsume() and the OnPurchaseConsumeFailed() methods in the IPurchaseListener interface to consume and deliver the consumable IAP items. See the implementation below:
      public void OnPurchaseConsume(PurchaseInfo purchaseInfo){ // The consumption succeeded. // You should deliver the product here. if (purchaseInfo.ProductId == "superjump1"){ superJump++; } } public void OnPurchaseConsumeFailed(string message, PurchaseInfo purchaseInfo){ // The consumption failed. } We have delivered the “Super Jump” item by increasing the counting value. You can implement your game logic here according to your game design. Look here to find out more about consuming IAP products.
      Validate in-app purchases
      UDP performs client-side validation automatically. When a user purchases an IAP product, Galaxy Store returns the payload and signature. The UDP SDK then validates the signature. If validation fails, the purchase fails accordingly. You can also validate purchases on the server-side. See validating purchases on the server side to implement this functionality.
      Build and test your game
      Before building your game, add a UDP sandbox tester to verify that your IAP implementation is working. Go to Window -> Unity Distribution Portal -> Settings -> UDP Sandbox Test Accounts -> Add new test account, provide a tester’s email and password, and finally, don’t forget to click Push to save the update to the UDP server.
      Now build an APK by going to File -> Build Settings -> Android -> Build and providing all the necessary basic information in Player Settings (File -> Build Settings -> Player Settings). For more information on building for Android, see Building apps for Android. After successfully building the APK, deploy it to the tester’s Galaxy device and assess the IAP functionality. Next, check the test status in the UDP console by going to the Game Info tab and then scrolling down to Sandbox Testing.
      Publish your game on the UDP console
      Once you have finished building and testing your game, upload the binary to the UDP console (Game Info -> Binary). Finalize all the game information (Game Description, Ads, Premium Price, App Signature) and then release the game by clicking RELEASE before publishing.
      Go to the Publish tab on the UDP console, sign in to Galaxy Store with your commercial account, and then publish your game after UDP has successfully repacked it. You can later check the submission status in the Status tab of the UDP console. See details about publishing games on the UDP console here.
      Conclusion
      This tutorial demonstrates the entire process of publishing a game on Galaxy Store through the UDP console. It also uses the UDP package instead of Samsung IAP for integrating IAP into the game for Galaxy Store. UDP then repacks the game with the Samsung IAP automatically before it is submitted to Galaxy Store. Therefore, we hope this tutorial encourages you to develop games in Unity and publish on Galaxy Store easily through UDP Console.
      Additional resources on the Samsung Developers site
      This site has many resources for developers looking to build for and integrate with Samsung devices and services. Stay in touch with the latest news by creating a free account or by subscribing to our monthly newsletter. Visit the Marketing Resources page for information on promoting and distributing your apps. Finally, our developer forum is an excellent way to stay up-to-date on all things related to the Galaxy ecosystem.
      View the full blog at its source
    • By STF News
      Spring is here and it’s a good time to clean house in your digital world. From your design process to Galaxy Store presence, it’s important to revisit past work and make room for new ideas. To help you get started, we’ve found members of the Samsung Developers community to share advice on how they’ve successfully refined their processes and their Galaxy Store presence.
      We begin our series with Drazen Stojcic from Urarity. A 2020 Best of Galaxy Award Winner, Urarity is known for its 2D and 3D animated watch faces designed with quality and luxury in mind. Read on to find out how Drazen stays organized and keeps things fresh.
      When and why did you start designing watch faces?
      I started designing watch faces four years ago. I had previous experience with user interface design, graphic design and animation, so it started as a fun side job that eventually grew into full time work!
      As my designs have become more complex, involving various animated 2D and 3D elements, my approach has changed. I generally start off with a very rough idea of what I want to create with simple shapes that represent the general layout of the watch face with various dynamic elements. Then comes the hard part of turning these rough designs into the actual product. It usually takes anywhere between one to three months to get a fully functional watch face ready.

      Do you have a system in place to organize your designs and the way you present them?
      I try to stay “on brand” as much as possible. I use similar naming schemes for our watch face series, but I also try to provide the most important info in the title, so it’s clear what we’re offering. Something I think would help keep portfolios organized are more options in Galaxy Store to sort apps by tags, style, color or other parameters.
      How often do you revisit your old designs and update them?
      If a current design is good and has no functionality issues, then I don’t update much. Customers can get agitated if you make drastic changes and they liked the old design better. I’ve been burned by this on more than one occasion.
      However, if a watch face is a big hit in Galaxy Store, it makes sense to refresh it from time to time with new functions or slight changes in design, nothing too drastic. Updating older watch faces can breathe new life into them. I still have some top selling watch faces that were made in 2017 and I try to keep them “alive” for as long as possible, since there is a large customer base.
      How often should you be reorganizing and cleaning up your Galaxy Store presence?
      I try not to keep old designs afloat too long. After a while, it becomes obvious that a watch face has used up its customer potential. Usually, I will turn it into a “free app” for a brief period before suspending it from Galaxy Store. I would recommend only “suspending” an old design instead of “terminating” it completely. This way, users who purchased the watch face will still be able to access it by going to My Apps in their Galaxy Store account.
      Terminating apps is always a sensitive thing to do, so usually I do it once or twice a year.
      When new platforms are released, do you check to make sure all designs are working?
      I will usually check the top selling watch faces to make sure everything is working as expected. If I miss anything, customers are quick to point out any issues. The trouble is when you have a lot of watch faces in your portfolio and something needs updating across all of them. Things can get very stressful then. That is also a benefit of keeping your portfolio tidy - it can save you time.
      Are there any specific files you would recommend to always keep handy?
      While you won’t need these often, I would recommend backing up KeyStore files into several safe locations. Without them you’re unable to update old designs, leading to serious problems.
      I’m very dedicated to keeping my watch faces and design files backed up. While it may seem like overkill, we have double physical backups and two cloud backups. I will also periodically do a fifth backup, a snapshot of work, that’s a folder of all the animation, graphics, and project files with a time stamp. This requires a lot of storage space. However, these precautions have saved the day more than once, so it's worth the investment.
      What’s the one piece of advice you’d give a designer about organizing their work to keep it fresh?
      Don’t be afraid to “trim the fat”. A watch face will often drop in sales after the initial launch and settle at producing small but continuous revenue. These are the ones that are hardest to cut. It’s not a problem if you have only a couple of these in your portfolio but maintaining many of them may cost more than they’re worth. Come up with a monthly revenue you expect from any watch face and once it drops under that line, it’s time to consider suspending it.
      Thanks to Drazen for sharing helpful advice on improving the design process and de-cluttering your Galaxy Store. You can connect with Drazen and Urarity on Instagram, Facebook, and Twitter. You can also check out Urarity’s full collection of watch faces in Galaxy Store.
      We hope this post helps you start your spring refresh for success. Remember, making Galaxy Store updates is key to keeping your seller account active. You need two activities every three months that trigger an app review by the seller portal team. An activity takes many forms, and can be anything from uploading a new app, to updating a current app, hanging the description or adding/updating photos. However, changing the price of an app does not count.
      Stay tuned next week for the second installment in our ‘Refresh for Success’ series and follow us on Twitter at @samsung_dev for our latest updates.
      Follow Up
      This site has many resources for developers looking to build for and integrate with Samsung devices and services. Stay in touch with the latest news by creating a free account or by subscribing to our monthly newsletter. Visit the Marketing Resources page for information on promoting and distributing your apps. Finally, our developer forum is an excellent way to stay up-to-date on all things related to the Galaxy ecosystem.
      View the full blog at its source
    • By STF News
      Beta testing an app allows you to find and fix issues before publishing in Galaxy Store and provides a better user experience by incorporating feedback from your testers.
      The Galaxy Store Seller Portal team is excited to announce enhancements to beta testing. We’ve listened to you and have implemented your comments and suggestions to improve beta testing functionality!
      Beta test any app at any time
      If your app is already published in Galaxy Store, you can now beta test your app while it is being registered or under review. This allows you to test your app or updates to your app at any time.
      When updating a binary, you must use the same package name and make sure the beta version number is higher than the version number of your existing app. If the beta version number is the same or lower than the version number of your existing app and your beta tester has your existing app installed on their device, this beta tester cannot install the beta version. Likewise, when you publish your updated app (the version that will be published in Galaxy Store after your beta testing is completed), make sure this version number is higher than the beta version number. Otherwise, your beta testers are not able to update their beta version to the updated app. That is, when you assign a version number to your beta app and your updated app, the beta version number must be greater than the existing app's version number and the updated app's version number must be greater than the beta version number:
      (existing app version number) < (beta version number) < (updated app version number).
      Run open and closed beta tests simultaneously
      An open beta test allows anyone to download your app using the specified link. A closed beta test allows only the testers you specify (identified by their Samsung account) to download your app using the specified link. Previously, only one type of test could be run at a time. Now, you can run both an open and a closed beta test at the same time.
      Add a beta test app
      To test an app, add a beta test instance in Seller Portal.
      In Seller Portal, select the app for which you want to run a beta test. Complete the required information in the App Information and Binary tabs and click Add Beta Test.

      Select the type of beta test to run, click Add, and confirm that you want to add a beta test app.

      Your beta test app is added to the list of apps and the Application Title displays the type of beta test app being registered. Note the status of the beta test app is Beta Registering. Click on the status of the beta test app to open it in Seller Portal.

      Update any of the information for the beta test app in the tabbed areas (for example, add the binary to be tested). For a closed beta test, you must add Tester Settings (the Samsung account IDs of your testers) and Feedback Channel (an address where you receive feedback), located in the Binary tab. Note that the beta testing URL (the link you share with your testers) is located in the Binary tab.
      After you have entered the required information, click Submit Beta Test (if required information is missing, the button is grey).

      In the list of apps, when the beta test app status shows Beta Deployed, your app is ready to be tested!

      What’s next?
      These are just a couple of new features we’ve implemented based on suggestions we received and more updates are planned. Look for additional announcements about enhancements to beta testing in the near future.
      Refer to the App Registration Beta Test Guide in Seller Portal for more information about beta testing.
      Additional resources on the Samsung Developers site
      This site has many resources for developers looking to build for and integrate with Samsung devices and services. Stay in touch with the latest news by creating a free account or by subscribing to our monthly newsletter. Visit the Marketing Resources page for information on promoting and distributing your apps. Finally, our developer forum is an excellent way to stay up-to-date on all things related to the Galaxy ecosystem.
      View the full blog at its source
    • By STF News
      The Galaxy Store Developer API provides programmatic access to key functions of Seller Portal, such as managing your apps and in-app items or checking app performance. It is made up of a set of server-to-server APIs that access different areas of Seller Portal:
      Content Publish API: app information IAP Publish API: in-app purchase items GSS API: Galaxy Store Statistics system Before you can start using these APIs, you must meet all the requirements for access and authentication. Read on to find out more about these requirements.
      Basic requirements
      The following are the basic requirements are required to use all of these APIs.
      Seller Portal account. A Samsung account is required to register for a Seller Portal account. You can sign up for a Samsung account when you register for a Seller Portal account.
      Commercial seller status, to manage paid apps or in-app purchase items. If you want to manage paid apps or paid in-app items, your Seller Portal account must have commercial seller status.
      Apps registered in Seller Portal. The Galaxy Store Developer API does not support new app registration. You must first register your apps in Seller Portal before you can manage them using the API.
      Access token. The access token is used for authentication. A summary of the steps needed to create an access token are included in this blog.

      Create an access token
      An access token is sent in the authorization header of every API call. It defines the scope (which APIs you can call) and can only be used from a valid service account.

      Complete the following steps to create an access token:
      Create a service account. Log in to Seller Portal and go to Assistance > API Service. When you create a service account, you generate a private key (used to create your JSON web token) and service account ID (used in the authorization header of the Content Publish and IAP Publish APIs). Create a JSON Web Token. Create a JSON Web Token (JWT) by providing a header and registered claims to a site that generates the token or programmatically using a JavaScript JWT library. Request an access token. Request an access token from the Galaxy Store authentication server. Click on the linked step to see more detailed information about how to complete each step.

      Use the Content Publish API
      The Content Publish API is used to view, modify, submit, and change the status of apps registered in Galaxy Store Seller Portal. When you have met the basic requirements and have your service account ID and access token, use the following headers:
      curl -X <content-publish-api-request> \ -H "content-type: application/json" \ -H "Authorization: Bearer <your-access-token>" \ -H "service-account-id: <your-service-account-id>" See Content Publish API for more information about available requests.

      Use the IAP Publish API
      The IAP Publish API is used to view, register, modify, and remove Samsung In-App Purchase (IAP) items. In addition to meeting the basic requirements, the following is also required:
      The IAP Publish API must be connected with the content in the In App Purchase tab area of Seller Portal. To create this connection, you must either initially distribute your content using the Content Publish API or the content must be in the For Sale state in Seller Portal. If this connection does not exist, matching product information cannot be retrieved. You must integrate IAP Helper into your app. All binaries registered in your content must support IAP. When you have met all the requirements, use the following:
      curl -X <iap-publish-api-request> \ -H "content-type: application/json" \ -H "Authorization: Bearer <your-access-token>" \ -H "service-account-id: <your-service-account-id>" See IAP Publish API for more information about available requests and request parameters.

      Use the GSS API
      The GSS (Galaxy Store Statistics) Metric API is used to get statistics about apps registered in Galaxy Store. In addition to meeting the basic requirements, the following is also required:
      Four cookie values required for authentication (see Get cookie values for more information) sellerID, obtained by using the GSS User API The statistics to view and other attribute values used to filter the response data (see GSS Metric API for more information) When you have met all the requirements, use the following:
      curl -X POST <gss-api-request> \ -H "Content-Type: application/json" \ -H "Authorization: Bearer <your-access-token>" \ -H "Cookie:<gss-api-cookie-values>" \ -d '{"<gss-api-attributes-and-values>"}' See GSS User API and GSS Metric API for more information about available requests.
      Next steps
      After you have met all the requirements, you are ready to start using the Galaxy Store Developer API. See Galaxy Store Developer API for a list of all requests available. Each request also includes examples showing usage and expected results.
      View the full blog at its source
    • By STF News
      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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