Google Play Services script not working

Hi everyone, I’m trying to add Play Services login to my game. I followed this youtube tutorial to implement it " https://www.youtube.com/watch?v=5D-WcSXZD_U&ab_channel=Coco3D ".
The script works fine in my PC but when I install the APK to my phone, the script just doesn’t work.
I added a Text change to the SignIn method just to check if it is even being called, the method is called in my Project but not on my Android Install.
Below I’m providing the script. Please tell me what I’m doing wrong.
Thank you.

using UnityEngine;
using GooglePlayGames;
using TMPro;
using GooglePlayGames.BasicApi;

public class PlayGamesManager : MonoBehaviour
{

    public TextMeshProUGUI detailsText;
    // Start is called once before the first execution of Update after the MonoBehaviour is created
    void Start()
    {
        SignIn();
    }

    public void SignIn()
    {
        PlayGamesPlatform.Instance.Authenticate(ProcessAuthentication);
        detailsText.text = "Button Pressed";
    }

    internal void ProcessAuthentication(SignInStatus status)
    {
        if (status == SignInStatus.Success)
        {
            
            string name = PlayGamesPlatform.Instance.GetUserDisplayName();
            string id = PlayGamesPlatform.Instance.GetUserId();
            string ImgUrl = PlayGamesPlatform.Instance.GetUserImageUrl();
            detailsText.text = "Success \n" + name;
        }

        else
        {
            detailsText.text = "Sign In Failed!";
        }
    }
    // Update is called once per frame
    void Update()
    {
        
    }
}

Sounds like you wrote a bug… and that means… time to start debugging!

Most often with third party integrations, some exception is being thrown and you can see it in the device logs and begin your investigation from there.

Whatever it ends up being, by debugging you can find out exactly what your program is doing so you can fix it.

Use the above techniques to get the information you need in order to reason about what the problem is.

You can also use Debug.Log(...); statements to find out if any of your code is even running. Don’t assume it is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

Remember with Unity the code is only a tiny fraction of the problem space. Everything asset- and scene- wise must also be set up correctly to match the associated code and its assumptions.