Publish to vivo Mini Games

Environment Configuration

  • Download Quick App & vivo Mini Game Debugger and vivo Mini Game Engine and install it on your Android device (recommended Android Phone 6.0 or above)

  • Install nodejs-8.9.0 or above, globally:

    Note: After installing nodejs, you need to pay attention to whether the npm source address is https://registry.npmjs.org/

      # View current npm source address
      npm config get registry
    
      # If not, reset the npm source address
      npm config set registry https://registry.npmjs.org/
    
  • Install qgame-toolkit globally:

      npm install -g qgame-toolkit
    

    Note: Starting with v2.1.3, there is no need to install qgame-toolkit, but you need to install vivo-minigame/cli:

      npm install -g @vivo-minigame/cli
    

    If vivo-minigame/cli installation fails, it may be caused by too low version of nodejs. Please check the version of node and upgrade.

Release Process

Use Cocos Creator to open the project that needs to be released. Open the Build panel from the Menu bar -> Project, select vivo Mini Game in the Platform dropdown.

Configuration Options

The specific filling rules for the relevant parameter configuration are as follows:

  • Main Bundle Compression Type

    Set the compression type of the main package, please refer to the built-in Asset Bundle — main documentation for details.

  • Main Bundle Is Remote

    This option is optional and needs to be used with the Resource Server Address option.
    If set, the main package is configured as a remote package, and along with its related dependent resources are built into a built-in Asset Bundle — main under the remote folder of the release package directory. You need to upload the entire remote folder to the remote server.

  • Start Scene Asset Bundle

    This option is optional.
    If set, the start scene and its related dependent resources are built into the built-in Asset Bundle — start-scene to speed up the resource loading of the start scene. Please refer to the Start Scene Loading for details.

  • App Package Name

    App Package Name is filled in according to the user's needs. It's require.

  • App Name

    App Name, the name of the vivo Mini Game, is required. And the Title at the top of the Build panel does not participate in the vivo mini game packaging process.

  • Desktop Icon

    Desktop Icon is required. Click the ... button at the back of the input box to select the icon you want. When building, the Desktop Icon will be built into the OPPO Mini Game project. Desktop Icon suggest using PNG pictures.

  • App Version Name

    This item is required. App Version Name is the real version, such as: 1.0.0.

  • App Version Number

    This item is required. App Version Number is different from the App Version Name, and the App Version Number is mainly used to distinguish the version update. Each time when you submit audit, the app version number is at least 1 higher than the value of the last submitted audit. It must not be equal to or less than the value of the last submitted audit, and it is recommended that the App Version Number be recursively incremented by 1 each time when the audit is submitted. Note: The App Version Number must be a positive integer.

  • Supported Minimum Platform Version Number

    This item is required. Please refer to Official Documentation to check the latest version number of vivo engine.

  • Resource Server Address

    This option is optional and used to fill in the address of the remote server where the resources are stored.

    • If this option is left blank, the build/qgame/remote folder in the release package directory will be packaged into the rpk package.

    • If this option is filled in, the remote folder will not be packaged into the built rpk package. You need to manually upload the remote folder to the filled in Resource Server Address after build.

    Refer to the Resource Management section at the bottom of the document for more details.

  • Keystore

    When you check the Keystore, the default is to build the rpk package with a certificate that comes with Creator, which is used only for debugging.

    If you don't check the Keystore, you need to configure the signature files certificate.pem path and private.pem path, where you build a rpk package that you can publish directly. The user can configure two signature files by using the ... button to the right of the input box.

    Note: These two signature files are not recommended to be placed in the build/qgame directory of the publish package, otherwise the build directory will be emptied each time when it is built, resulting in file loss.

    There are two ways to generate a signature files:

    • Generated by the New button after the certificate.pem path in the Build panel.

    • Generated by the command line.

      The user needs to generate the signature file private.pem, certificate.pem through tools such as openssl. The certificate in the build/qgame/sign/debug directory is for debugging purposes only.

      # Generate a signature file with the openssl command tool
      openssl req -newkey rsa:2048 -nodes -keyout private.pem -x509 -days 3650 -out certificate.pem
      

      Note: The openssl tool can be opened directly in the terminal in linux or Mac environment, and in the Windows environment you need to install openssl and configure system environment variables.

  • Separate Engine (New in v2.3.4)

    This item is optional. Vivo has added game engine plugin feature since platform version number 1063. This plugin has the official version of the Cocos Creator engine built-in. If the plugin is enabled in the first game the player experiences, all games that also have the plugin enabled do not need to download the Cocos Creator engine again, just use the same version of the engine directly from the public plugin library, or incremental update the engine.

    Check Separate Engine when using, and then build and release normally in the Build panel, without additional manual operation. You can refer to the WeChat Engine Plugin Instructions for details.

  • Custom npm folder path

    This item is optional. Starting with v2.0.10, the global npm of the operating system can be automatically obtained without manual setting. The way to obtain npm is:

    • Windows: Gets the path in the environment variable from the system.
    • Mac: Gets the path in the environment variable from the configuration file of Shell.

    If not, make sure the npm is properly installed and can be started directly in the command line environment. The obtained npm is used to provide an environment for building rpk. If the npm folder path cannot be found at building, Cocos Creator will only export the game project directory and will not generate the rpk package.

    The npm filling rules below v2.0.10 are as follows:

    • If you do not fill out this item, the Creator will read the npm path in the environment variable by default on the Windows system, and the npm in the /usr/bin/local directory is read by default on the Mac system to build the exported mini game rpk package that can be run.
    • If your PC environment does not have npm installed or cannot read the npm path in the system, you will need to fill out the Custom npm folder path to build and exported rpk package. Fill in the rules as follows:

      • Windows system

        # Get local npm folder path
        where npm
        # If the output is
        C:\Program Files\nodejs\npm
        # Then the local npm folder path is filled in as:
        C:\Program Files\nodejs
        
      • Mac system

        # Get local npm folder path
        which npm
        # If the output is
        /Users/yourname/.nvm/versions/node/v8.1.4/bin/npm
        # Then the local npm folder path is filled in as:
        /Users/yourname/.nvm/versions/node/v8.1.4/bin
        

Build

After the relevant options of the Build panel are set, click Build. After the build is complete, click the Open button behind the Build Path to open the build release package. You can see that the qgame directory is generated under the default release path build directory, which is the exported vivo Mini Game project directory, and the rpk package will be generated in the build/qgame/dist directory.

Run the built rpk to the phone

There are three ways to run rpk on your phone:

  • Method One

    Click the Run button in the Build panel to wait for the QR Code interface to be generated:

    Then open the Quick App & vivo Mini Game Debugger that was installed before on your Android device. Click the Scan code install button to scan the QR Code to open the rpk.

  • Method Two

    Generate URLs and QR codes using the vivo Mini Game Packer Commands.

      # First assign the command line to the qgame directory
      cd E:\workspace\YourProject\build\qgame
    
      # Generate URL and QR code
      npm run server
    

    Then open the Quick App & vivo Mini Game Debugger that was installed before on your Android device.

    Finally, click the Scan code install button to copy the URL generated in the first step to the browser, and then directly scan the QR code on the web page to open the rpk.

  • Method Three

    Copy the generated mini game rpk file (located in the dist directory of the game project qgame directory) to the sdcard directory of the mobile phone.

    Open the Quick App & vivo Mini Game Debugger that has been installed before on your Android device, click Local Install, then find the rpk file from the sdcard directory of your mobile phone and select Open.

Subpackage Loading

Starting with v2.1.3, vivo Mini Games supports subpackage loading, and usage is similar to WeChat Mini Games. Please refer to the Mini Game Subpackage for details.

Resource Management for vivo Mini Game Environment

vivo Mini Game is similar to the WeChat Mini Game. The main package size limit for vivo Mini Game is 4MB, more than that must be downloaded via a network request.

Cocos Creator already helps developers with downloading, caching and version management of remote resources. The specific implementation logic and operation steps are similar to the WeChat Mini Game. Please refer to the Resource Management for WeChat Mini Game documentation for details.

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