Closed Linux1230 closed 2 years ago
Hi, could you capture a bug report and share with us? You can share it with a private Drive link and approve access only from ..@google.com
accounts.
Also, could you try it with v10.14, importing the plugin after removing Plugins/
and GooglePlayGames/Plugins
directories?
Hi, thanks for your help! Here is the the link for the bug report
I tried the 0.10.14 version and cloud save still not works, I see the same error in my logcat.
Thanks for the bug report. I can't see the relevant logs unfortunately. Could you capture another bug report right after you go through the same steps in your game? You can check if your logs have SignInPerformer
or SignInManager
first.
Hi, thanks for the quick reply, here is a new bugreport in this I can see some lines with SignInPerformer-27 or SignInManagerV2.
Hi, @ozdemir08 are there any news about this bug?
Hi @ozdemir08, We would like to release our game, and this is only, which is missing. Have you checked, which Linux1230 enclosed?
Hi @ozdemir08, we created a new project and tested our configuration there as well, and we figured it out we have an PlayGamesPlatform.Instance
call before our initialization in an if
statement if (PlayGamesPlatform.Instance != null)
. And we found out this will initialize the instance with the Default Configuration and can't be overwriten with our one. We figured this out via viewing the plugin source code. This problem was not clear for us in the documentation, i think you can maybe add this as a warning.
From plugin sources:
public static void InitializeInstance(PlayGamesClientConfiguration configuration) { if (sInstance == null || sInstance.mConfiguration != configuration) { sInstance = new PlayGamesPlatform(configuration); return; }
GooglePlayGames.OurUtils.Logger.w(
"PlayGamesPlatform already initialized. Ignoring this call.");
}
It seems if configuration is different it still should reinitialize. Can you check if you see in log "PlayGamesPlatform already initialized. Ignoring this call.", pease?
that was our funtion:
private void Init()
{
if(PlayGamesPlatform.Instance != null)
return;
PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
.EnableSavedGames()
.Build();
PlayGamesPlatform.InitializeInstance(config);
PlayGamesPlatform.DebugLogEnabled = true;
PlayGamesPlatform.Activate();
}
After if, the return always run. But now we know, so we deleted the if form the beginning.
We used this code and PlayGamesPlatform.DebugLogEnabled = true;
was never called so we can't even saw all logs. So we defenitly writed a wrong code. And first of all it would be great if I post the hole class where the init code is.
Sorry for wasting your time! And thanks for all the response we got!
Save game feature not working. I have enabled cloud save on the configuration page. I have configured the OAuth stuff in the cloud platform. I linked the application keys...
I have a green checkmark in the Google Play Games Configuration Menu
(Please ignore the language)
Google Play Games login is working correctly!
Code for initialization:
I have found this in my adb logcat: Successfully found game: displayName [], applicationId [], packageName [] Game does not cloud save APIs. Skipping creation and connection to Internal Drive API
I deleted the application name from the log!
Code for Cloud save:
Can someone please help me figure out what went wrong. Why the cloud save not working? It would be helpful to know if my code is bad or I missed something while configuring the play game project.
Additional info: Unity version: 2020.3.22f Plugin version: 0.10.13