play-games-plugin-for-unity | Google Play Games plugin for Unity | Game Engine library
kandi X-RAY | play-games-plugin-for-unity Summary
kandi X-RAY | play-games-plugin-for-unity Summary
The Google Play Games plugin for Unity allows you to access the Google Play Games API through Unity's social interface. The plugin provides support for the following features of the Google Play Games API:. NOTICE: This version of the plugin no longer supports iOS. Google Play games services for iOS is deprecated, and is not likely to function as expected. Do not use Google Play games services for iOS in new apps. See the deprecation announcement blog post for more details.
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Community Discussions
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QUESTION
I have an issue with the Google Play Services Leaderboard and I am stuck for days already.
I am using the Play Games Plugin for Unity.
I am trying to get the Userrank for a specific level. Therefore I am loading the Scores via the LoadScores Function and this seems to work fine.
The issue seems to be, that I get a correct rank in the "LoadScores" Function but the overall GetUserRank
Function is still returning rank = 0, no matter what the actual Userrank is.
My guess is that this is a timing issue after all and that the rank is returned before the LoadScores Function has calculated the correct rank to return.
...ANSWER
Answered 2021-May-23 at 08:32Sounds like LoadScores
is exuted async so you return rank;
before even getting a result, so it stays 0
.
Instead of directly assigning the value you will probably have to work with a callback instead:
QUESTION
I've implemented Google Play Services with this asset: https://github.com/playgameservices/play-games-plugin-for-unity.
I've added Saved Games and Achievements, but looks like achievements don't work properly. It works on my dev device, but o production I see 100% errors:
It looks like it works normally, when achievement unlocked, users see alert from Google Play Games, but after all the can't see achievements in Play Games application. Also we see that nobody unlocked some achievements when I look to the Play Console:
As I understand it's the problem with authorization, I've doeble-checked that I setup OAUTH key correctly, using the same SHA-1 as SHA-1 fingerprint of my sign key.
What can be wrong?
...ANSWER
Answered 2021-Feb-01 at 07:57I finally figured it out. I used Upload key certificate instead of App signing key certificate. Official docs recommends keytool utility for extracting sha-1 from your keystore, but if you use Play App Signing - it doesn't make sense. You should use sha-1 from Google Play Console -> Setup -> App Signing -> App signing key (or check that Google Cloud Console has already client with right sha-1).
NOTE: you can also use client for Upload key for local testing.
NOTE-2: errors will start to disappear in Google Cloud Console immediately, but achievements will appear in Google Play Console only after 3 days.
QUESTION
I have used the same code given by https://github.com/playgameservices/play-games-plugin-for-unity to add the cloud save game functionality, enable save games have been called at the beginning of the code and save games are enabled from the google play console as well. The leaderboards and achievements are working fine.
The OnSaveGameOpened function gets an internal error as SavedGameRequestStatus status. I am not able to find the cause of this (internal error being received as the status), can anyone help me out please? How can I solve this.
P.S. Serialized data (in the form of bytes[]) was fed into the SaveGame function, serialized using the binary formatter.
Edit: I was able to debug this further, I get an error on the activation of save games in the play console. I have activated the save games feature and published it (this was done a few days ago). I have also confirmed that the Drive API, Play Games Services API and Play Games Management API are enabled under the API console project. I get following error,
Cannot use snapshots without enabling the 'Saved Game' feature in Play console
log from running on an android mobile.
The answer to this question Google Play Games :: Cannot Use Snapshots Exception states that it will activate within 24hrs, but it is not active even after multiple days.
...ANSWER
Answered 2020-May-22 at 09:17There are several causes of an internal error; there should be other logs indicating the root cause. You might want to take a look into the source code to know what logs to expect.
If you're testing in an emulator, make sure your play services and play games are up-to-date.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install play-games-plugin-for-unity
Add tester email addresses to the testing section of your game on the Play Games Console.
The SHA1 fingerprint used to create the linked Android app is from the keystore used to sign the Unity application.
To download the plugin, clone this Git repository into your file system (or download it as a ZIP file and unpack it). Then, look for the unitypackage file in the current-build directory:. To install the plugin, simply open your game project in Unity and import that file into your project's assets, as you would any other Unity package. This is accomplished through the Assets > Import Package > Custom Package menu item (you can also reach this menu it by right-clicking the Assets folder). Next, make sure your current build platform is set to Android. From File > Build Settings… select Android and click Switch Platform. You should now see a new menu item was added under Window > Google Play Games. If you don't see the new menu items, refresh the assets by clicking Assets > Refresh and try again.
Next, set up the path to your Android SDK installation in Unity. This is located in the preferences menu, under the External Tools section. To configure your Unity game to run with Google Play Games on Android, first open the Android SDK manager and verify that you have downloaded the following packages. Depending on if you are using the SDK manager from Android Studio, or using the standalone SDK manager, the name of the components may be different. Next, configure your game's package name. To do this, click File > Build Settings, select the Android platform and click Player Settings to show Unity's Player Settings window. In that window, look for the Bundle Identifier setting under Other Settings. Enter your package name there (for example com.example.my.awesome.game). In order to sign in to Play Game Services, you need to sign your APK file, make sure that you are signing it with the correct certificate, that is, the one that corresponds to the SHA1 certificate fingerprint you entered in the Developer Console during the setup. Next, click the Window |Google Play Games|Setup - Android setup menu item. This will display the Android setup screen. Enter the Constants class name. This is the name of the fully qualified class that will be updated (or created) which contains the IDs of the game resources. The format of the name is . . For example, AwesomeGame.GPGSIds. Paste the resource definition data. This is the XML data from the Google Play Developer Console which contains the resource IDs as well as the Application ID for Android. This data is found in the Google Play Developer Console by clicking "Get resources" on any of the resource pages (e.g. Achievements or Leaderboards), then clicking Android. After pasting the data into the text area, click the Setup button. Note: If you are using a web application or backend server with your game, you can link the web application to the game to enable getting the player's id token and/or email address. To do this, link a web application to the game in the Google Play Developer Console, and enter the client id for the web application into the setup dialog.
Google Play Services
Android Support Library
Local Maven repository for Support Libraries (Also known as Android Support Repository)
Google Repository
Android 6.0 (API 23) (this does not affect the min SDK version).
To receive an update whenever the status of the video capture overlay changes, use RegisterCaptureOverlayStateChangedListener. Only one listener can be registered at a time, subsequent calls will replace the previous listener. The listener can be unregistered with UnregisterCaptureOverlayStateChangedListener. The object passed to RegisterCaptureOverlayStateChangedListener must implement CaptureOverlayStateListener from GooglePlayGames.BasicApi.Video. The OnCaptureOverlayStateChanged in that object will be called when the state changes.
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