Ok, in order to log google play in my game i call
Social.Active.localUser.Authenticate(authentication);
Which refer to
function authentication(succes : boolean){
if (succes) {
googleAuthenticated = true;
print("Loggato con: " + Social.localUser.userName + " ID: " + Social.localUser.id + " Minorenne: " + Social.localUser.underage);
}
else {
googleAuthenticatedFailed = true;
print("Non loggato");
}
}
Now, this was working perfectly, but when i added a keystore throught player settings, when i run
the game on my device the authentication fails, is this a normal fact because i didn’t download the game on play store or it is a issue?
My game on the developer console is setted on beta version and my account is added as tester
Investigating on logcat i found the cause of the faluire:
I/Unity (22225): [Play Games Plugin DLL] 03/09/15 20:24:07 +01:00 DEBUG: Star
ting Auth Transition. Op: SIGN_IN status: ERROR_NOT_AUTHORIZED
I/Unity (22225):
I/Unity (22225): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
ug.cpp Line: 49)
I/Unity (22225):
I/Unity (22225): [Play Games Plugin DLL] 03/09/15 20:24:07 +01:00 DEBUG: Invo
king user callback on game thread
I/Unity (22225):
I/Unity (22225): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
ug.cpp Line: 49)
I/Unity (22225):
I/Unity (22225): Non loggato
I/Unity (22225):
I/Unity (22225): (Filename: ./artifacts/AndroidManagedGenerated/UnityEngineDeb
ug.cpp Line: 49)
I/Unity (22225):
D/dalvikvm(22225): threadid=15: thread exiting, not yet detached (count=0)
That SIGN_IN status: ERROR_NOT_AUTHORIZED seems to be the key, but what make it to appear?