As I said, I’ve tried on sample (Minimal), and also I’m sure I call activate, if you mean GooglePlayGames.PlayGamesPlatform.Activate() by that.
I’ve tried on 0.9.11 and 0.9.10, where the issue also occurs. I didn’t try on previous builds because I don’t get “Setup on Android/iOS” buttons on them, so I don’t know how to setup them.
Yes, it works with free. Dunno, what can be wrong. Have you initialized the project with the setup menu? Have you set a proper application ID and Bundle Identifier?
All I do is something along these lines:
void Start()
{
PlayGamesPlatform.Activate();
}
void showHiScore()
{
if (!Social.localUser.authenticated)
{
Social.localUser.Authenticate((bool success) =>
{
if (!success)
{
// Couldn't connect, should probably show an error
Debug.Log("Logging in; Failed");
return;
}
});
}
Social.Active.ShowLeaderboardUI();
}
I’ve found the reason why…
The build has to be signed with keystore, even if this is just a development build. And this is the solution to the problem.
I ran into the same issue but for me, I have signed the APK file with my release key and the problem was not solved. The authentication procress begins normally on my app (I have the Play Games pop-up and I must accept the app permission on my google account) but after, I see on the log the same error as SuperSharBan. I’ve tried to generate an Android Project to check if the AndroidManifest information are correct but the result project is totally corrupted.
On the github repository of the plugin, I take this piece of code for the GPG initialization :
PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
// enables saving game progress.
.EnableSavedGames()
// registers a callback to handle game invitations received while the game is not running.
.WithInvitationDelegate(this.Debug)
// registers a callback for turn based match notifications received while the
// game is not running.
.WithMatchDelegate(this.Debug)
.Build();
PlayGamesPlatform.InitializeInstance(config);
The achievement report works very well when I removed this section in my init class on Unity. I think there is some issue in these lines but I don’t know where.
Moreover, I learned that I cannot set a custom percent value like 33.333. The value must be 0.0f for lock achievement and 100.0f for unlocking achievement. If you put a value greater than 0.0f, this value will be automatically considered to 100.0f. If you want to put custom steps on the achievement, you must use the increment achievement on the Google Play Console.
I got that problem too. It’s weird that if I let the plugin activate as its default, I can login and show Achievements and Leaderboard fine. But if I enable game cloud saving, I can not log in and got the same error log on android. There’s seems a problem with google play cloud saving. I also tried replace Google Play Service Lib with the older version, both 6111000 (v20) and the latest one (v22).
I am having issues with matchmaking for a turn based game. I can view the achievements but cannot connect two players,a created game skips status automatching. Not sure if this is related but searching for hours for a solution and nothing on the interwebs.
After 2 days of tests with Authentification problems, (ERROR_NOT_AUTHORIZED)
I spotted my mistake :
"PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
.EnableSavedGames()
.Build();
"
I wrotted : “.EnableSavedGames()” but my game don’t use it in Google Play interface, so the error occured !
Simply removing it (for my part), and let’s rock n roll !
I had the same problem. I used EnableSavedGames option in my configuration, but forgot to enable the option in the Google Play Developer Console. Hope this helps someone