Open Aupuma opened 7 years ago
Same issue here...
same here
Face the issue when building via CloudBuild, ok when build locally
Same issue here. I'm building locally, nothing on CloudBuild.
Reimport the Plugin for some reason the .aar gets excluded
I solved it this way: 1.Reimported Google Play Games Plugin (It will select the missing files by default). 2.Go to Assets menu => Play Services Resolver => Android Resolver => Force Resolve. 3.After resolving dependencies, Resolve Conflict window pops up. Click NO. I hope for your help
I solved it simply adding again the .aar file
@kaixiang1306 I tried that but this is what happens:
@bochelord Where I can find the .aar file and where do I put it?
@Aupuma sorry, but I grabbed it from another project that we were releasing at the same time. For whatever reason, in one project it worked and in the other one, it didn't. Relatively same architecture. Of course, for the first project that worked, we applied the Android Dependencies. Maybe you can try on a clean project and then grab the library from there. Not even close to an ideal solution, rather a dirty workaround, but it worked for us
My jar resolver keep removing the Assets/Plugins/Android/gpgs-plugin-support-0.9.42.aar file. And after removing it and rebuilding it, I got the similar error: Unable to find gpg.
But after I put the Assets/Plugins/Android/gpgs-plugin-support-0.9.42.aar back, the build is all fine with gpgs......
I have this error too and haven't found a resolution yet. It's annoying as fuck as the resolver deletes the .aar every time scripts get reloaded.
Just re-import the gpg plugin and play services/force-resolve it should work. It is caused due to missing gpgs-*.aar files. In our case, selecting 'use micro mscorlib' in stripping level removed those files.
Re-importing and force-resolving still led to nothing. I also turned off stripping so that shouldn't be affecting things either. Not to mention I've never had a gpgs-plugin-support-(ver).aar file to begin with.
@Reizoe yeah.. re-importing after selecting 'use micro mscorlib' didn't cause any problem
I have the similiar problem with MoPub and GPGS in one project. I removed android support libs in Plugins/MoPub/libs and reimported GPGS with force resolution. The problem disappeared
The solution proposed by s-kris worked for me. Thank you!
For me what seemed to have solved this issue was turning off every setting related to auto update and then reverting to my last backup before this happened.
I found that current GPG version not support ARM64 yet, so just uncheck ARM64 in Build Setting -> Other Settings -> Target Architectures to fix it.
i tried all of your advices. but none of them worked. Just go back to old 2017.4 version and you'll be fine
Updated to 0.9.64 and this bug (Unable to to load DLL 'gpg') still exist. Not working on: Il2Cpp-ARM64 Working on: Il2Cpp-ArmV7, Il2Cpp-x86, Mono-all
Same here Not working on il2Cpp-arm64-v8a, working on : il2Cpp -armeabi-v7a
google is going to remove support for 32 bit from 2021, also from august 1st 2019, Apps must have Arm64 support along with 32bit for the app to be visible in play store for 64bit version devices so it is a matter of urgency to solve this please anyone know or happen to find the solution post it :(
Updated to 0.9.64 and this bug (Unable to to load DLL 'gpg') still exist. Not working on: Il2Cpp-ARM64 Working on: Il2Cpp-ArmV7, Il2Cpp-x86, Mono-all
Did you find any solution?
Updated to 0.9.64 and this bug (Unable to to load DLL 'gpg') still exist. Not working on: Il2Cpp-ARM64 Working on: Il2Cpp-ArmV7, Il2Cpp-x86, Mono-all
Did you find any solution?
Ok so mine solved after i force resolved from play resolver
a friend and I are developing a game in Unity for Android, and we want to include some leaderboards with the Google Play Games Services, but we can't get the login to work.
We are using for the login the script MainGui from the minimal sample project of the Plugin. When we press the authenticate button it keeps saying "authenticating":
if (!Social.localUser.authenticated) { // Authenticate mWaitingForAuth = true; mStatusText = "Authenticating..."; Social.localUser.Authenticate((bool success) => { mWaitingForAuth = false; if (success) { mStatusText = "Welcome " + Social.localUser.userName; } else { mStatusText = "Authentication failed."; } }); }
Looking in the logcat, there is an error::0
at GooglePlayGames.PlayGamesPlatform.Authenticate (System.Action:0
at GooglePlayGames.PlayGamesPlatform.Authenticate (System.Action:0
at LogInAndroid.OnGUI () [0x00000] in :0 `
E/Unity: DllNotFoundException: gpg at (wrapper managed-to-native) GooglePlayGames.Native.Cwrapper.Builder:GameServices_Builder_Construct () at GooglePlayGames.Native.PInvoke.GameServicesBuilder.Create () [0x00000] in <filename unknown>:0 at GooglePlayGames.Native.NativeClient.InitializeGameServices () [0x00000] in <filename unknown>:0 at GooglePlayGames.Native.NativeClient.Authenticate (System.Action
2 callback, Boolean silent) [0x00000] in2 callback, Boolean silent) [0x00000] in <filename unknown>:0 at GooglePlayGames.PlayGamesPlatform.Authenticate (System.Action
1 callback, Boolean silent) [0x00000] in1 callback) [0x00000] in <filename unknown>:0 at GooglePlayGames.PlayGamesLocalUser.Authenticate (System.Action
1 callback) [0x00000] inWe have already tried the solution posted in https://github.com/playgameservices/play-games-plugin-for-unity/issues/280#issuecomment-64280552 but that does not work anymore as the build_plugin.sh does not exist in the current version. We've tried other answers as well as removed and re-added the plugin to the project, checked the api keys, built from a different computer, etc.