Google Play Games Services - authentication fails

Hey Unity Community,

first of all, i know that this question isn’t raised the first time here, but unfortunately are all ways shown in the other posts to fix the problem not helping me.
The main problem is, that I can’t authenticate with Google play when i publish my apk as an alpha build on google play, it tries to connect to the google play services, a box appears then a loading circle. Then nothing, it just fails. However, if I install my game directly with the apk (not from google play) it works and shows all Achievements and Leaderboards i created. This leads me to the conclusion, that there is nothing wrong with my code but something else causes the problem.

Now what i tried to do:

  1. I checked the androidmanifest.xml, package and app id are matching.
  2. I also checked the sha1 hash with the keytool command, it also matches the one in googles api console.
  3. Tried with other google accounts that i also put into the tester list (I also used the link to participate in the test).
  4. Ran logcat while playing, here the two most relevant Logs i repeatedly got: GamesNativeSDK: Play Games callback indicates connection failure.
    GamesNativeSDK: UI interaction required to connect to Google Play.

I’m using this Plugin (the newest version): GitHub - playgameservices/play-games-plugin-for-unity: Google Play Games plugin for Unity

I really hope that someone here can help me with this. Just ask if you need more informations.
have a nice day!

Listen carefully. Copy SHA-1 from “Upload certificate”, not “App signing certificate”.

Okay, i actually solved it with help of the link @paradox9 posted above (c# - Google Play Games Service : ERROR_NOT_AUTHORIZED, when rollout for Beta - Stack Overflow). I’ll just copy the steps shown there that fixed it for me:

"What i did :-

  1. Google Play Console → Select your app → Release Management → App signing → “Upload certificate” [Thanks to @taimur_azhar for pointing out a mistake in the quoted manual] : copy SHA-1 (dont copy word ‘SHA1:’)

  2. open https://console.developers.google.com/ , select your project → credentials → OAuth 2.0 client IDs → Edit OAuth client → Signing-certificate fingerprint → replace the old SHA1 with copied SHA1 ->save.

  3. open you game, you should get sign in → email selection → select testers email. Google Play Games Services should work fine now."

To anyone that’s still struggling to get the Google Play login to work even after all these solutions: check the “testing” part of your Google Play Services console. After almost a week of trying every solution, redoing everything, double and triple checking the SHA1 keys are correct, I finally happened to look at this section.

You have to add every google account that is allowed to connect to Google Play Services during your testing phase. Your Google developer account is added automatically as a tester so I’m assuming that’s why no tutorial even mentions this part (everyone is using the same Google account on their phone and their Google Developer console). I’m using a PERSONAL account to log in to Google Play on my phone, and a SEPARATE developer account, so I had to manually add my personal email as a Tester; after that everything worked like a charm.

Okay, i actually solved it with help of the link @paradox9 posted above (c# - Google Play Games Service : ERROR_NOT_AUTHORIZED, when rollout for Beta - Stack Overflow). I’ll just copy the steps shown there that fixed it for me:

"What i did :-

  1. Google Play Console → Select your app → Release Management → App signing → App signing certificate : copy SHA-1 (dont copy word ‘SHA1:’)

  2. open https://console.developers.google.com/ , select your project → credentials → OAuth 2.0 client IDs → Edit OAuth client → Signing-certificate fingerprint → replace the old SHA1 with copied SHA1 ->save.

  3. open you game, you should get sign in → email selection → select testers email. Google Play Games Services should work fine now."

I followed the steps provided in the answer however it’s still not working for me. Instead of editing the original key I added another Oauth2.0 key for the app. following that change is there an additional step i must take to make sure that this new key works?

BTW, 1 year later and this is still the most relevant post on this topics