save/load Data to Google Play games -authentication failed

Hello guys !

I m developing an android Game .I’m using a real device for testing. The game uses Google Games Services. I 've been able to sign in , show achievements & leaderboard, add score to leaderboard, unlock achievements.
saved game is ON in the google play console
I used this plugin GitHub - playgameservices/play-games-plugin-for-unity: Google Play Games plugin for Unity
when I tried to implement the cloud save , I added this code Strat() & the app crashed

void Start ()
		Debug.Log ("0");
		PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder ()
        .EnableSavedGames () //app didn't crash when I commented this
        .Build ();
		Debug.Log ("1");
		PlayGamesPlatform.InitializeInstance (config);
		Debug.Log ("3");
		PlayGamesPlatform.DebugLogEnabled = true;     
		Debug.Log ("4");
		PlayGamesPlatform.Activate ();
		Debug.Log ("5");


	public void LogIn ()
		Debug.Log ("6");
		if (!Social.localUser.authenticated) {
			Debug.Log ("7");
			Social.localUser.Authenticate ((bool success) => { //the authentication does not work
				if (success) {
					Debug.Log ("8");
				} else {
					Debug.Log ("9");
			Debug.Log ("10");

I used this plugin to see the logs in my device

here is the log if I used .EnableSavedGames ()

the log if I commented .EnableSavedGames ()

Were you able to figure this out? I am having similar problem. I was able to make it work via signing the application from Android Studio.

Configuration of the SHA-1 keystore fingerprint needs to be in place in Google Play console.

But I am not able to make it work via Unity Cloud Build nor direct build of APK from Unity.