[Google Play Games] Cloud Save is not saving

Hi guys, Have you experienced any issue related to the play games cloud save?
It is not working well for us. The game data is not being saved with no error in the log. And when the user loads the data it get the previous data.

Thanks!

Show the code and provide steps to reproduce, and the results of your debugging.

Yes I have the same Issue it was working fine when I hard copied filename and data to save. But now when I am passing filename and data to save through a function it is not working. and not errors

public static PlayServicesScript instance;
    [SerializeField] Text test_dataText;
    [SerializeField] Text test_dataStatusText;
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
            DontDestroyOnLoad(this.gameObject);
        }
        else
        {
            Destroy(this.gameObject);
        }

        try
        {

            PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder().EnableSavedGames().Build();
            PlayGamesPlatform.InitializeInstance(config);
            PlayGamesPlatform.DebugLogEnabled = true;
            PlayGamesPlatform.Activate();

        }
        catch (Exception exception)
        {
            Debug.Log(exception);
        }
    }

    public void SignIn(Action successCallback = null, Action errorCallback = null)
    {
        try
        {
            Social.localUser.Authenticate((bool success) =>
            {
                if (success)
                {
                    successCallback?.Invoke();
                }
            });
        }
        catch (Exception e)
        {
            Debug.Log(e);
            errorCallback?.Invoke();
        }
    }
    public void SignOut()
    {
        if (Social.localUser.authenticated)
        {
            PlayGamesPlatform.Instance.SignOut();
        }
    }

    #region CLOUD_SAVE

    string saveStr;
    string fileName;
    public void SetFileName(string fName)
    {
        fileName = fName;
    }

    private string GetFileName()
    {
        return fileName;
    }

    private string GetStringToSave()
    {
        return saveStr;
    }

    public void SetStringToSave(string str)
    {
        saveStr = str;
    }

    private bool isSaving = false;
    byte[] bData;

    public void OpenSave(bool saving)
    {
        if (Social.localUser.authenticated)
        {
            Debug.Log("Inside OpenSave()");
            isSaving = saving;

            ((PlayGamesPlatform)Social.Active).SavedGame.OpenWithAutomaticConflictResolution("testit",
                DataSource.ReadCacheOrNetwork,
                ConflictResolutionStrategy.UseLongestPlaytime,
                SavedGameOpen);
        }
    }

    private void SavedGameOpen(SavedGameRequestStatus reqStatus, ISavedGameMetadata metadata)
    {
       
        if (reqStatus == SavedGameRequestStatus.Success)
        {
            Debug.Log("Inside SavedGameOpen()");
            if (isSaving)
            {
                byte[] data = System.Text.ASCIIEncoding.ASCII.GetBytes(GetStringToSave());
                SavedGameMetadataUpdate metaDataUpdate = new SavedGameMetadataUpdate.Builder().WithUpdatedDescription("Saved at: " + System.DateTime.Now.ToString()).Build();
                ((PlayGamesPlatform)Social.Active).SavedGame.CommitUpdate(metadata, metaDataUpdate, data, SaveUpdate);
            }

            else
            {
                ((PlayGamesPlatform)Social.Active).SavedGame.ReadBinaryData(metadata, SaveRead);
            }
        }
    }

    private void SaveUpdate(SavedGameRequestStatus reqStatus, ISavedGameMetadata metadata)
    {
        if (reqStatus == SavedGameRequestStatus.Success)
        {
            Debug.Log("Inside SaveUpdate()");
            test_dataStatusText.text = "Saved Successfully";
            Debug.Log("Saved Successfully");
        }
        else
        {

            test_dataStatusText.text = "Saved Failed";
            Debug.LogError("Saved Failed");
        }
    }

    private void SaveRead(SavedGameRequestStatus reqStatus, byte[] data)
    {
        if (reqStatus == SavedGameRequestStatus.Success)
        {
            Debug.Log("Inside SaveRead()");
            test_dataText.text = System.Text.ASCIIEncoding.ASCII.GetString(data);
            Debug.Log("Data: " + test_dataText.text);
            test_dataStatusText.text = "Read Successfully";
            Debug.Log("Read Successfully");
        }
        else
        {
            test_dataStatusText.text = "Read Failed";
            Debug.LogError("Read Failed");
        }
    }

    #endregion

The logcat show the following, no errors

03-08 22:37:28.441  5227  5255 I Unity   : Inside OpenSave()
03-08 22:37:28.441  5227  5255 I Unity   : UnityEngine.Logger:Log(LogType, Object)
03-08 22:37:28.441  5227  5255 I Unity   : PlayServicesScript:OpenSave(Boolean)
03-08 22:37:28.441  5227  5255 I Unity   : UnityEngine.Events.UnityAction:Invoke()
03-08 22:37:28.441  5227  5255 I Unity   : UnityEngine.Events.UnityEvent:Invoke()
03-08 22:37:28.441  5227  5255 I Unity   : UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
03-08 22:37:28.441  5227  5255 I Unity   : UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
03-08 22:37:28.441  5227  5255 I Unity   : UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
03-08 22:37:28.441  5227  5255 I Unity   : UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
03-08 22:37:28.441  5227  5255 I Unity   : UnityEngine.EventSystems.StandaloneInputModule:Process()
03-08 22:37:28.441  5227  5255 I Unity   :

@skhan2523 Where are you passing the filename and data? Debug.Log their values each of them every step of the way. Tips for new Unity users

@JeffDUnity3D I followed the same tutorial and now its working. No change I don’t know what would have been the issue.

Can you please show your working script, I have the same issues please.