playgameservices / play-games-plugin-for-unity

Google Play Games plugin for Unity
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Support for Daydream VR? #1941

Open Claytonious opened 7 years ago

Claytonious commented 7 years ago

Is there yet any way to successfully use this plugin on Daydream games without being rejected? More background information here: https://forum.unity.com/threads/google-play-games-integration.450250/.

Thanks!

Claytonious commented 7 years ago

Oh, wow - I now noticed https://github.com/playgameservices/play-games-plugin-for-unity/blob/6bc438114dd56d000782655a8bb4ee38ae40a1c5/source/PluginDev/Assets/GooglePlayGames/BasicApi/PlayGamesClientConfiguration.cs#L279. Does anybody know if this works?

JimmyDeemo commented 7 years ago

Little bit of into in #1943 about this. Sorry I didn't see this post.

Dirly commented 7 years ago

I tried what was suggested in #1943 but it just doesn't seem like i can initialize the config. This does seem to make sense though: public Builder EnableHidePopups()

JimmyDeemo commented 7 years ago

Sorry @Dirly, I'm afraid I didn't try the gravity value. I have not found a solution to this other than to set up a system where you remember the sign in status of the user and sign them out/in again where appropriate.

Dirly commented 7 years ago

@JimmyDeemo You mean to silently log in? I kind am already doing that but it seems as though there is still a small welcome popup which appears in the top middle of the screen.

JimmyDeemo commented 7 years ago

Yes, the only reason it works for us is that we use VR for a certain feature and then return to the main game.

claywilkinson commented 7 years ago

The EnableHidePopups works to get rid of the "splash" screen that Play Games Services displays when signing in and the notifications when unlocking achievements, etc.

Unfortunately, there is not a solution for signing in without using 2d UI. For that you need to exit VR, sign in, then re-enter VR.

Another alternative it to write the 2D code in a separate Activity using Java, then once sign-in (and any other 2d things) are done, launch the Unity activity.

Dirly commented 7 years ago

@claywilkinson The EnableHidePopups does work with android 7.1.1 (axon7) but it doesn't actually work with 8.0.0 (pixel XL) Authentication fails, its really odd. This is happening on latest GVR and GPGS unity plugins.

private MultiplayerManager(){  /*Plays on awake*/
    PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
        .EnableSavedGames()
        //.EnableHidePopups()  /*if put in will break auth*/
    .Build();
    PlayGamesPlatform.InitializeInstance(config);
    PlayGamesPlatform.DebugLogEnabled = true;
}
public void Activate(){  /* Fires on start */
    PlayGamesPlatform.Activate();
}
13Flo commented 6 years ago

Any update on this? Using EnableHidePopups() still breaks the authentication. I had to submit without it and my app got rejected because of the 2D notification welcoming the user. Not sure what to do from here.