When I'm trying to save or load my game with Google Play Games plugin (even if i logged in), logcat shows me this error:
`
if UNITY_ANDROID
using UnityEngine;
using System;
using System.Collections.Generic;
//gpg
using GooglePlayGames;
using GooglePlayGames.BasicApi;
using GooglePlayGames.BasicApi.SavedGame;
//for encoding
using System.Text;
//for extra save ui
using UnityEngine.SocialPlatforms;
//for text, remove
using UnityEngine.UI;
public class SaveManager :MonoBehaviour{
private static SaveManager _instance;
public static SaveManager Instance{
get{
if (_instance == null) {
_instance = new SaveManager();
}
return _instance;
}
}
//keep track of saving or loading during callbacks.
private bool m_saving;
//save name. This name will work, change it if you like.
private static string m_saveName = "game_save_name";
//This is the saved file. Put this in seperate class with other variables for more advanced setup. Remember to change merging, toBytes and fromBytes for more advanced setup.
private string saveString = "";
//check with GPG (or other*) if user is authenticated. *e.g. GameCenter
private bool Authenticated {
get {
return Social.Active.localUser.authenticated;
}
}
//merges loaded bytearray with old save
private void ProcessCloudData(byte[] cloudData) {
if (cloudData == null) {
Debug.Log("No data saved to the cloud yet...");
return;
}
Debug.Log("Decoding cloud data from bytes.");
string progress = FromBytes(cloudData);
Debug.Log("Merging with existing game progress.");
MergeWith(progress);
}
//load save from cloud
public void LoadFromCloud(){
Debug.Log("Loading game progress from the cloud.");
m_saving = false;
((PlayGamesPlatform)Social.Active).SavedGame.OpenWithAutomaticConflictResolution(
m_saveName, //name of file.
DataSource.ReadCacheOrNetwork,
ConflictResolutionStrategy.UseLongestPlaytime,
SavedGameOpened);
}
//overwrites old file or saves a new one
public void SaveToCloud() {
if (Authenticated) {
Debug.Log("Saving progress to the cloud... filename: " + m_saveName);
m_saving = true;
//save to named file
((PlayGamesPlatform)Social.Active).SavedGame.OpenWithAutomaticConflictResolution(
m_saveName, //name of file. If save doesn't exist it will be created with this name
DataSource.ReadCacheOrNetwork,
ConflictResolutionStrategy.UseLongestPlaytime,
SavedGameOpened);
} else {
Debug.Log("Not authenticated!");
}
}
//save is opened, either save or load it.
private void SavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game) {
//check success
if (status == SavedGameRequestStatus.Success){
//saving
if (m_saving){
//read bytes from save
byte[] data = ToBytes();
//create builder. here you can add play time, time created etc for UI.
SavedGameMetadataUpdate.Builder builder = new SavedGameMetadataUpdate.Builder();
SavedGameMetadataUpdate updatedMetadata = builder.Build();
//saving to cloud
((PlayGamesPlatform)Social.Active).SavedGame.CommitUpdate(game, updatedMetadata, data, SavedGameWritten);
//loading
} else {
((PlayGamesPlatform)Social.Active).SavedGame.ReadBinaryData(game, SavedGameLoaded);
}
//error
} else {
Debug.LogWarning("Error opening game: " + status);
}
}
//callback from SavedGameOpened. Check if loading result was successful or not.
private void SavedGameLoaded(SavedGameRequestStatus status, byte[] data) {
if (status == SavedGameRequestStatus.Success){
Debug.Log("SaveGameLoaded, success=" + status);
ProcessCloudData(data);
} else {
Debug.LogWarning("Error reading game: " + status);
}
}
//callback from SavedGameOpened. Check if saving result was successful or not.
private void SavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game) {
if (status == SavedGameRequestStatus.Success){
Debug.Log("Game " + game.Description + " written");
} else {
Debug.LogWarning("Error saving game: " + status);
}
}
//merge local save with cloud save. Here is where you change the merging betweeen cloud and local save for your setup.
private void MergeWith(string other) {
if (other != "") {
saveString = other;
} else {
Debug.Log("Loaded save string doesn't have any content");
}
}
//return saveString as bytes
private byte[] ToBytes() {
byte[] bytes = Encoding.UTF8.GetBytes(saveString);
return bytes;
}
//take bytes as arg and return string
private string FromBytes(byte[] bytes) {
string decodedString = Encoding.UTF8.GetString(bytes);
return decodedString;
}
// -------------------- ### Extra UI for testing ### --------------------
//call this with Unity button to view all saves on GPG. Bug: Can't close GPG window for some reason without restarting.
public void showUI() {
// user is ILocalUser from Social.LocalUser - will work when authenticated
ShowSaveSystemUI(Social.localUser, (SelectUIStatus status, ISavedGameMetadata game) => {
// do whatever you need with save bundle
});
}
//displays savefiles in the cloud. This will only include one savefile if the m_saveName hasn't been changed
private void ShowSaveSystemUI(ILocalUser user, Action<SelectUIStatus, ISavedGameMetadata> callback) {
uint maxNumToDisplay = 3;
bool allowCreateNew = true;
bool allowDelete = true;
ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
if (savedGameClient != null) {
savedGameClient.ShowSelectSavedGameUI(user.userName + "\u0027s saves",
maxNumToDisplay,
allowCreateNew,
allowDelete,
(SelectUIStatus status, ISavedGameMetadata saveGame) => {
// some error occured, just show window again
if (status != SelectUIStatus.SavedGameSelected) {
ShowSaveSystemUI(user, callback);
return;
}
if (callback != null)
callback.Invoke(status, saveGame);
});
} else {
// this is usually due to incorrect APP ID
Debug.LogError("Save Game client is null...");
}
}
When I'm trying to save or load my game with Google Play Games plugin (even if i logged in), logcat shows me this error:
`
if UNITY_ANDROID
using UnityEngine; using System; using System.Collections.Generic; //gpg using GooglePlayGames; using GooglePlayGames.BasicApi; using GooglePlayGames.BasicApi.SavedGame; //for encoding using System.Text; //for extra save ui using UnityEngine.SocialPlatforms; //for text, remove using UnityEngine.UI;
public class SaveManager :MonoBehaviour{
}
endif `