Closed kx23 closed 2 years ago
Have same problem for 2/3 of users of my game (by analytics data) But i can't reproduce this problem on my devices. Maybe google play games has special policy for EU, for example?
Same error.
E/SignInRequest: Setting result error status code to: 16
Unity 2020.3.17f1 play-games-plugin-for-unity v10.12 release
But plugin v10.09 works fine with Unity 2019.3.15.
Any ideas?
UPDATE! Problem solved by adding Release Track to Testers. Google Play Console ->your app ->Play Game services -> Testers -> Release tracks -> add track
I have exactly the same issues but adding release tracks didn't solve it. Any more ideas on what to try?
I have exactly the same issues but adding release tracks didn't solve it. Any more ideas on what to try?
Have you added testers in services on Google Play? Google Play Console --> PlayGame Services --> Testers --> an inset "Testers"
Yes, I have done that. I also compared the configuration to another project where Google Play Games is working but I did not find any differences.
Yes, I have done that. I also compared the configuration to another project where Google Play Games is working but I did not find any differences.
Did you configure the Google Cloud Platform and publish the services?
My cloud platform has two OAuth 2.0 Client IDs per game. One is for debugging, the second is for production. SHA-1 certificate fingerprints are the same as in Google Play Console --> Setup --> App Integrity
So the SHA-1 certificate fingerprint in the App signing key certificate is for production. And the SHA-1 certificate fingerprint in the Upload key certificate is for debugging.
Thank you @aTasja , creating another OAuth 2.0 client for the debug fingerprint and adding it in Games configuration did the trick indeed.
At this point I'm wondering why this was not setup by the console automatically like the client for the production key. I falsely assumed I would only have to create another client in case I would like to connect from a game server.
Thank you @aTasja , creating another OAuth 2.0 client for the debug fingerprint and adding it in Games configuration did the trick indeed.
At this point I'm wondering why this was not setup by the console automatically like the client for the production key. I falsely assumed I would only have to create another client in case I would like to connect from a game server.
I am very glad that the problem was solved.
Hello, I am trying to integrate Google Play Games Services and Firebase into my game project.
I setup firebase using this tutorial. Then i add Play Games Plugin to my project and follow next instructions. Next i create simple script
and add it to my start scene. I also add aab file for Internal testing in the Google Play console and add my email for tests (in OAuth consent screen too).
I have error when i build and run apk on my phone and when i create aab, add it to Internal testing and download from play market.
This is the log snippet I get from Android Logcat
This is my first time doing this and I think I'm missing out on something simple and important. For the fourth day I have been reading the forums and trying to fix this, but no solution works for me. I would be glad for any help and provide additional information if it needed. Thank you in advance.