I feel extremely grateful for your video. Sadly, there are not enough videos on this topic and its very frustrating to follow the documentation. You are a life saver.
Thank you so much! It finally worked! I can`t even describe how glad I am! When I was publishing my first game a while ago, I followed every single GPGS implementation tutorial, but nothing just seemed to work, so I was forced to spend a good amount of time trying and researching how to fix my authentication problem... and eventually, I used MS PlayFab instead and I was forced to create my own leaderboard and achievements UI... And finally, your tutorial helped me! Everything works! Can`t wait to use this in a real game, I hope everything will work fine. I`m looking forward to seeing more Unity tutorials on your channel, especially on how to implement Google AdMob in Unity and solve all that app-ads.txt madness. Thank you so much once again! Hope your channel will grow big soon!
Thanks mate! (I wont attempt the name haha). Appreciate the feedback and letting me know it helped. Ive been in that exact situation more times than i can count so helping someone circumvent that is a good feeling. Best of luck with your games and thanks for the love on the channel :)
Mate, fantastic video. It has saved me many hours/days of work and frustration. Very concise, well structured video that is easy to follow. Thank you!!
I will never stop repeating and tell to my friends how great are your tutorials buddy! Yesterday I watched it to get an overall understanding of the process and I created a project today to test it out. Did as you do and followed all steps without forgetting to add testers but... unfortunately I got stuck with a red screen even when I try on my phone 😔. So painful 😫, it is not working for me!!
Hey mate, i see youve replied further into the series so just making sure you found your issue and got it resolved. I have in the #code-help chat on my discord some pinned common issues you could look through if you're still stuck
If I understand correctly the only thing to do in production is change the SHA1 from the keystore you used for the SHA1 that google use to validate your app (App Integrity menu in google play console)
Hey captain thanks for the comment, id also check that the cloud consoles scopes are what you want them to be and that you no long have it checked as a development build. Youll also have a few other non google play related things to do when pushing to production like privacy policies etc, but thats just a general thing for all apps
Extremely grateful for these tutorials and I'm following through them (I feel like I'm close). Is it really not possible to test it via unity somehow? Like mocking a fake account? And what are the changes that one needs to make if there are two keys, one for dev and the one that google play uses? Thanks again!
Hey there nraw, you can have things unpublished and test via the apk in your unity build, if you wish to publish it through the app store (via .aab file format) you will need to use the google key that is on the developer console and sign it with that. Is it possible to have multiple signatures in your developer console configuration but the one they provide will be the only one needed when you go to production. Cheers!
@@nraw_ yeah debugging is unfortunately just a long process with it. As far as i know theres no support for in the unity ide so it means building frequently. Best of luck with your implementation and welcome to the channel 😀
Hey Flipax, unfortunately i dont have an ios device or any ios hardware to code on so ive never been able to publish the ios specific content. If the videos ever start bringing in some revenue its first on the list for things to buy so i can play around with content for them.
Great video, I tried to implement this with my own project however but I keep hitting "Authentication Canceled" which is so frustrating!! Any ideas what I've gotten wrong? I think its what you mentioned at 29:05 but even with testers added I'm still getting it :(
Hmm, so just to clarify because the your game is not published yet. you should be signing your build with the default key. If you use your custom key it will expect the game to be a full production build. when i experienced the issue i had 1. not set myself as a tester and 2. was using my custom key and not the default key. Hope that helps, i know how frustrating GPGS can be first hand!
@@Flarvain It's screamworthy I swear.. I have Unity building with the "the application will be signed with a debug key" This debug keys fingerprint is the one stored in "Console.cloud.google.com - OAuth 2.0 Client ID's". I then also have in a credential in "play.google.com/console configuration -> credentials" under Android which also has the same packagename and fingerprint stored here, this client ID is also the one stored in Unity->Window->GooglePlayGames->Setup->AndroidSetup. I also have testers in "play.google.com/console configuration -> testers" and STILL this god damn thing gives me "Authentication Canceled" I'm lost for words and thoughts at this point, I've even deleted them all and redone this 3 times now and always the same result! AHHHHHHHH :(
Hmmm shoot me an email with a few screenshots of your setup in unity, the cloud console and developer console and ill see if anything stands out. If we cant work it out from there we can try a discord call :) these things can be annoyingly finicky, sometimes a second pair of eyes can help
I have authentication success but nothing shows. I tried literally anything i did all the steps no errors anything... Tested on many phone still absoloutely nothing
Great job buddy! This is the second time that your tutorial video saved me! If you got any course about Google play services on "Udemy" I would definitely buy it because you explain very well. The last course I bought about leader board and achievement system was not worth the price because it is outdated. But with your approach, we easily understand what we do and we set everything by connecting the app to Google Play Game Services which I found difficult the first time I published my 1st game because I was completely 😵💫 about OAuth and finger print. I even gave up to link Google play services to my 1st game 😂. Keep the good work! you don't know how great you help!! let me know if you have Online courses about this topic on "Udemy" or if you plan to do so so that I check it out! 💯 Tutorial!
Thanks mate! I appreciate the feedback, in the new year im looking into the creation of some in depth courses but i really wanted to hone my skills first, gotta make sure what i make is going to provide value! For now im just glad to see a community grow and people get to release great games!
I've setup everything and apk builds just fine, but when i try the authenticate it gets stuck on "Authenticating..." without connecting to GPGS. Anyone knows how to fix this? Tried with both latest version and downgrade to 10.14 of the PGS sdk
Make sure that you're first doing a change directory to where the keytool.exe is stored in your java folder. Also make sure you're putting in the '-' where i have
@@Flarvain no no my brother i really honour and appreciate that u like my comment it means alot to be and u did a pretty good work May God make u a bracket’s Level developer
@@TheTekkenNetwork A brackeys level developer is high praise! i'd be a few years off being that good. I do hope to get there one day though. All the best on your coding journey :)
Hey, first of all, great tutorial. But it seems my build hangs on "authenticating" screen. Any ideas? I'm using debug key and I have set my account as tester.
Hey there. Apologies for the late reply, i think i have pinned in the code help section on the discord a bunch of gotcha's that usually fail if you're still stuck on this one.
Hello, I am trying to integrate the google play services plugin but, for some reason, the PlayGamesPlatform.Instance.Authenticate(Callback) function returns false (so an error). I have setup test users, auth, credentials, SHA-1 key, dependencies, everything seems fine, I have really no idea where should be the problem. If you think something about let me know, it would be really appreciated. Thank you for the video.
@@rafikbenamara1 the problem where the debug and publisher keys, with the new google play services plugin it is really easier to make it work, I think he detects the problem if you put a debug key intead of a publisher one, because in my last project I got it working in minutes.
Hmmm thats not an issue ive come across before. But at the end of the day if you have java installed and you cd to the java locations bin folder you should be able to just create a new debug keystore. After a bit of googling the command would look something like this keytool -genkey -v -keystore debug.keystore -alias androiddebugkey -storepass android -keypass android -keyalg RSA -validity 14000 Iirc it also creates one when you install unity and its sdk, but if no try the above command
I have an issue with the Smoke Test. The scene only shows two buttons:"Manual authenticate" and "Nearby Connections". Some help would be much appreciated. Thanks in advance
Hey there, it usually works straight away. Theres a few things that can cause gpgs to fail silently. Id recommend joining the discord, i have some pinned commenrs which people have found helpful in the past
Hey there alparsian, im not sure how i missed this one, if you're talking about the checklist on the developer console then all you need to do is have the google play games package installed into a version of your app. just build and upload the aab to google play and itll tick :) thanks
Hey sorry for not coming back to this one sooner. Just go to the github and grab the unity package from there. Once you have that you can drag it into the project. Because google play games is offered for more than just unity they publish a package on git for multiple engines to use
@@Flarvain i did everything you show in video, also tried another tutorials but nothing helped. Sign in pop up just not appearing in mobile device and all features like leaderboards don't work. My game in internal testing in play console
@@xz8928 unfortunately i can only give you a generic checklist of things to check off, the indivdual errors in gpgps are pretty non descript. Assuming you have no errors in your code itll be an error in the setup in either the cloud, your sha setup or your build config So just a check list: - have you tested via apk vs aab - have you ensured that you provided the right SHA-1 for the cloud interface - did you add yourself as a tester in google play games under Configuration > Testers, i also added myself as a tester on the cloud platform but it wasn't really necessary - have you taken that client key and done the set up portion in Unity - do you have the correctly named package file (e.g. com.Flarvain.v11GPGSTest) - Have you set up a manual click button (if you failed authentication the very first time, the auto prompt won't work after that point so make sure you test with a manual auth) - If you have gone to production with your game you will need to change your signing key to the key that is provided on the Google developer console. Release > App Integrity > Key Signing and use the key from there to sign your application on build. Best of luck!
@@Flarvain Thank you ! I have one question. If iam goind to publish game to internal testing. Which sha1 should i write in oauth? Sha1 from google or from my keystore?
@@xz8928 Definitely use the one from google, your own one will only be usable when doing internal testing. Google's one will be required for production :)
Depends the service your use and the amount of data you consume, however for google cloud saving you can pay for storage space. In this case its extremely unlikely youd pay for 2 reasons: 1. People save data to their own cloud storage, not yours. This also means you never own or have access to any of their data for their save files. They would only pay for their own cloud storage if they had capped their space limit. 2. I think the cap is several GB, the data your saving for 90% of these phone games is going to be like... 10MB max, so its very small in comparison to the free space good provides. Hope that helps :)
@@meystudios2658 hey there. I think i cover saving things in the cloud in one of the later videos in the series. Some parts are a bit dated now (theres some updated pinned code in the discord code help channel for it). But to summarise it. You can convert it to a long string, then store the string, you just need a method to encode and decode all your variables. Things like json also work just the same (convert to json, store json in string, save down). Best of luck!
Hey sorry i never came back to this one before. If you havent already resolved this one, watching the series will likely help or you can come join the discord :)
Your information for setting up was fine but I found a lot of errors in your info for unity. Api level is extremely important as it needs to be set ad the highest available on the Google store to be a publishable app It's not in window it's in assets Package manager is the preferred way of unity import since 2020.3 And many more I'll leave you with those from the first 5 mins
Hey there, I think i've already replied to this in Kemal Kukrer's comment, it just means that the project you imported has a file inside of the namespace SmokeTest that is called GPGSIds, you can just find that and delete it. (search in your project for GPGSIds and it should come up). Good luck :)
Hey there kemal, the reason is that you already have a script named GPGSIds, id recommend deleting their version and using the one you created, or atleast removing yours out of the namespace will fix the error. Feel free to come join the discord if you're still stuck :)
I feel extremely grateful for your video. Sadly, there are not enough videos on this topic and its very frustrating to follow the documentation. You are a life saver.
You're welcome kishore :)
❤@@Flarvain
I rarely subscribe to random tutorial channels but this was fantastic, you got yourself a subscriber and thank you so much!
Thanks mate! It always feels good to win someone over :)
Thank you so much! It finally worked! I can`t even describe how glad I am! When I was publishing my first game a while ago, I followed every single GPGS implementation tutorial, but nothing just seemed to work, so I was forced to spend a good amount of time trying and researching how to fix my authentication problem... and eventually, I used MS PlayFab instead and I was forced to create my own leaderboard and achievements UI... And finally, your tutorial helped me! Everything works! Can`t wait to use this in a real game, I hope everything will work fine. I`m looking forward to seeing more Unity tutorials on your channel, especially on how to implement Google AdMob in Unity and solve all that app-ads.txt madness. Thank you so much once again! Hope your channel will grow big soon!
Thanks mate! (I wont attempt the name haha). Appreciate the feedback and letting me know it helped. Ive been in that exact situation more times than i can count so helping someone circumvent that is a good feeling. Best of luck with your games and thanks for the love on the channel :)
Thanks heaps for making this so clear! Your great video saved my life! Google should literally hire you to make tutorials for them
Great video. Easy to follow, well explained. Don't find many videos like this
You're a life saver, easily saved me a week's worth of work.
No problem, glad you found it useful. Best of luck with your games :)
Mate, fantastic video. It has saved me many hours/days of work and frustration. Very concise, well structured video that is easy to follow. Thank you!!
Glad it helped and thanks for the complement :) I still have memories/nightmares from the first time i implemented it so i can relate to the pain haha
Boy, I love you. You got a new subscriber and thank you!!!!!
Haha thank you! Really glad it was useful for you :) welcome to the channel!
Wow! Thanks so much for this! Keep up the amazing work!
I will never stop repeating and tell to my friends how great are your tutorials buddy! Yesterday I watched it to get an overall understanding of the process and I created a project today to test it out. Did as you do and followed all steps without forgetting to add testers but... unfortunately I got stuck with a red screen even when I try on my phone 😔. So painful 😫, it is not working for me!!
Hey mate, i see youve replied further into the series so just making sure you found your issue and got it resolved.
I have in the #code-help chat on my discord some pinned common issues you could look through if you're still stuck
Thank you. I've been stuck at this for a week. Good tutorial.
Not a problem, glad it was helpful :)
If I understand correctly the only thing to do in production is change the SHA1 from the keystore you used for the SHA1 that google use to validate your app (App Integrity menu in google play console)
Hey captain thanks for the comment, id also check that the cloud consoles scopes are what you want them to be and that you no long have it checked as a development build. Youll also have a few other non google play related things to do when pushing to production like privacy policies etc, but thats just a general thing for all apps
@@Flarvain hey thanks for the reply. Good points
Thank you very much!! It is still valid as for today! It worked on first try and I hope this will be a big step for my first game to come =)
I couldn't find the readme file in github but the way you did it still works, well done!
Well made tutorials! Keep up the good work!!!!!!!!!!!!! I got the bell switched on ready for your next vid!!!!!
What a legend, thank you ❤
Thank you! Very clear. I was unable to find such clear video
Outstanding, well done.
Extremely grateful for these tutorials and I'm following through them (I feel like I'm close). Is it really not possible to test it via unity somehow? Like mocking a fake account? And what are the changes that one needs to make if there are two keys, one for dev and the one that google play uses? Thanks again!
Hey there nraw, you can have things unpublished and test via the apk in your unity build, if you wish to publish it through the app store (via .aab file format) you will need to use the google key that is on the developer console and sign it with that. Is it possible to have multiple signatures in your developer console configuration but the one they provide will be the only one needed when you go to production. Cheers!
Hey@@Flarvain , thanks for the quick reply! I guess I managed to do the apk dance, but that's a very painfully slow way to code and debug. :/
@@nraw_ yeah debugging is unfortunately just a long process with it. As far as i know theres no support for in the unity ide so it means building frequently. Best of luck with your implementation and welcome to the channel 😀
very clear and easy to follow
Finally a clear tutorial, you helped me thanks
You're welcome!
you need more subscribers bro thank you
Thanks Nicholas! Really appreciate it 🙏
Excellent video, thank you very much!! And for ios? With game center, how would it be?
Hey Flipax, unfortunately i dont have an ios device or any ios hardware to code on so ive never been able to publish the ios specific content.
If the videos ever start bringing in some revenue its first on the list for things to buy so i can play around with content for them.
Great video, I tried to implement this with my own project however but I keep hitting "Authentication Canceled" which is so frustrating!! Any ideas what I've gotten wrong? I think its what you mentioned at 29:05 but even with testers added I'm still getting it :(
Hmm, so just to clarify because the your game is not published yet. you should be signing your build with the default key. If you use your custom key it will expect the game to be a full production build. when i experienced the issue i had 1. not set myself as a tester and 2. was using my custom key and not the default key. Hope that helps, i know how frustrating GPGS can be first hand!
@@Flarvain It's screamworthy I swear..
I have Unity building with the "the application will be signed with a debug key"
This debug keys fingerprint is the one stored in "Console.cloud.google.com - OAuth 2.0 Client ID's".
I then also have in a credential in "play.google.com/console configuration -> credentials" under Android which also has the same packagename and fingerprint stored here,
this client ID is also the one stored in Unity->Window->GooglePlayGames->Setup->AndroidSetup.
I also have testers in "play.google.com/console configuration -> testers"
and STILL this god damn thing gives me "Authentication Canceled" I'm lost for words and thoughts at this point, I've even deleted them all and redone this 3 times now and always the same result! AHHHHHHHH :(
Hmmm shoot me an email with a few screenshots of your setup in unity, the cloud console and developer console and ill see if anything stands out. If we cant work it out from there we can try a discord call :) these things can be annoyingly finicky, sometimes a second pair of eyes can help
@@Flarvain Legend, I've dropped you an email from my hotmail hopefully you can spot it as its pushing me to the edge of giving up at this point :(
I have authentication success but nothing shows. I tried literally anything i did all the steps no errors anything... Tested on many phone still absoloutely nothing
you are awesome!!!!!! You save my life!!!
Thanks for the vid! Helped me so much
truely grateful ty
Saved my life, thank you.
Nice tutorial! Thank you so much
No worries, glad you liked it :)
Great job buddy! This is the second time that your tutorial video saved me! If you got any course about Google play services on "Udemy" I would definitely buy it because you explain very well. The last course I bought about leader board and achievement system was not worth the price because it is outdated. But with your approach, we easily understand what we do and we set everything by connecting the app to Google Play Game Services which I found difficult the first time I published my 1st game because I was completely 😵💫 about OAuth and finger print. I even gave up to link Google play services to my 1st game 😂.
Keep the good work! you don't know how great you help!!
let me know if you have Online courses about this topic on "Udemy" or if you plan to do so so that I check it out!
💯 Tutorial!
Thanks mate! I appreciate the feedback, in the new year im looking into the creation of some in depth courses but i really wanted to hone my skills first, gotta make sure what i make is going to provide value!
For now im just glad to see a community grow and people get to release great games!
Thank you so much, this is really well made :)
Thanks Chuck dude, i appreciate the complement!
I remember ;)
Thanks a lot !
You're welcome 😊
Hi Flarvain. I hope this video heps.
Hey Onur,
Welcome to the channel, i hope it did help!
I've setup everything and apk builds just fine, but when i try the authenticate it gets stuck on "Authenticating..." without connecting to GPGS. Anyone knows how to fix this? Tried with both latest version and downgrade to 10.14 of the PGS sdk
I got 'keytool' is not recognized as an internal or external command,
operable program or batch file. when i try to get key from CMD
Make sure that you're first doing a change directory to where the keytool.exe is stored in your java folder. Also make sure you're putting in the '-' where i have
@@Flarvain I had to use java directory to pint where keytool is and then past command and it worked
Thank you so much so much so much. Thank you!!!
You're welcome :)
brother brother u got my subscription
Thanks!
@@Flarvain no no my brother i really honour and appreciate that u like my comment it means alot to be and u did a pretty good work May God make u a bracket’s Level developer
@@TheTekkenNetwork A brackeys level developer is high praise! i'd be a few years off being that good. I do hope to get there one day though. All the best on your coding journey :)
May Allah bless u with all that knowledge
Hey, first of all, great tutorial. But it seems my build hangs on "authenticating" screen. Any ideas? I'm using debug key and I have set my account as tester.
Hey there. Apologies for the late reply, i think i have pinned in the code help section on the discord a bunch of gotcha's that usually fail if you're still stuck on this one.
will this work on WEBGL? if yes thn do we need to have google play console account in this case?
Hey there, i havent tested it on webgl before but if it does work, yes it would require the developer console account
can you tell me how to get (SHA-1 certificate fingerprint * )
in Unreal engine 5
Sorry Mate, i havent used UE5 before :(
Hello, I am trying to integrate the google play services plugin but, for some reason, the PlayGamesPlatform.Instance.Authenticate(Callback) function returns false (so an error).
I have setup test users, auth, credentials, SHA-1 key, dependencies, everything seems fine, I have really no idea where should be the problem.
If you think something about let me know, it would be really appreciated.
Thank you for the video.
Did you find solution, facing same problem
@@rafikbenamara1 the problem where the debug and publisher keys, with the new google play services plugin it is really easier to make it work, I think he detects the problem if you put a debug key intead of a publisher one, because in my last project I got it working in minutes.
and if your .android folder doesnt have a debug key then what?
Hmmm thats not an issue ive come across before. But at the end of the day if you have java installed and you cd to the java locations bin folder you should be able to just create a new debug keystore.
After a bit of googling the command would look something like this
keytool -genkey -v -keystore debug.keystore -alias androiddebugkey -storepass android -keypass android -keyalg RSA -validity 14000
Iirc it also creates one when you install unity and its sdk, but if no try the above command
@@Flarvain big props for the quick reply. I'll give it a go tomorrow!
Hi can we get user phone number after login, using google sdk.
Appreciate this video. Can I get the scripts like leaderboardGUI?
Hey g aka, ive recorded some follow up vids with the code for leaderboards auth and achievements. Ill be releasing them soon :)
@@Flarvain Thank you. I will be waiting.
I have an issue with the Smoke Test. The scene only shows two buttons:"Manual authenticate" and "Nearby Connections". Some help would be much appreciated. Thanks in advance
Same here, did this end up being a problem - and if so did you find a solution?
does it work straight away or have you waited for sometime to start acting google api?
Hey there, it usually works straight away. Theres a few things that can cause gpgs to fail silently. Id recommend joining the discord, i have some pinned commenrs which people have found helpful in the past
Hey, I need to know how made "Add the Play Games Services SDK to your APK to use the APIs"
I am waiting for video #2
The Add the Play Games SDK to your APK to use the APIs will mark complete after you upload an APK or AAB to your developer console
Hey there alparsian, im not sure how i missed this one, if you're talking about the checklist on the developer console then all you need to do is have the google play games package installed into a version of your app. just build and upload the aab to google play and itll tick :) thanks
hey where can I find constants class name ?can you explain please
If you mean the gpgsids class it gets auto created. I think i talk about the conditions of that in the video 😀
how do I install Google Play Services SDK in the SDK manager in Unity???
Hey sorry for not coming back to this one sooner. Just go to the github and grab the unity package from there. Once you have that you can drag it into the project. Because google play games is offered for more than just unity they publish a package on git for multiple engines to use
it doesn't worked for me (
İts keep saying CANCELLED , I added myself to test users but not workin Can u help
could you solve it?
@@xz8928 nope
😍 👍
Doesn't work :(
Can you help me please ? I am tying to solve it all day..
Hey there. What kind of issues are you running into?
@@Flarvain i did everything you show in video, also tried another tutorials but nothing helped. Sign in pop up just not appearing in mobile device and all features like leaderboards don't work. My game in internal testing in play console
@@xz8928 unfortunately i can only give you a generic checklist of things to check off, the indivdual errors in gpgps are pretty non descript. Assuming you have no errors in your code itll be an error in the setup in either the cloud, your sha setup or your build config
So just a check list:
- have you tested via apk vs aab
- have you ensured that you provided the right SHA-1 for the cloud interface
- did you add yourself as a tester in google play games under Configuration > Testers, i also added myself as a tester on the cloud platform but it wasn't really necessary
- have you taken that client key and done the set up portion in Unity
- do you have the correctly named package file (e.g. com.Flarvain.v11GPGSTest)
- Have you set up a manual click button (if you failed authentication the very first time, the auto prompt won't work after that point so make sure you test with a manual auth)
- If you have gone to production with your game you will need to change your signing key to the key that is provided on the Google developer console. Release > App Integrity > Key Signing and use the key from there to sign your application on build.
Best of luck!
@@Flarvain Thank you ! I have one question. If iam goind to publish game to internal testing. Which sha1 should i write in oauth? Sha1 from google or from my keystore?
@@xz8928 Definitely use the one from google, your own one will only be usable when doing internal testing. Google's one will be required for production :)
is google cloud paid?
Depends the service your use and the amount of data you consume, however for google cloud saving you can pay for storage space. In this case its extremely unlikely youd pay for 2 reasons:
1. People save data to their own cloud storage, not yours. This also means you never own or have access to any of their data for their save files. They would only pay for their own cloud storage if they had capped their space limit.
2. I think the cap is several GB, the data your saving for 90% of these phone games is going to be like... 10MB max, so its very small in comparison to the free space good provides.
Hope that helps :)
@@Flarvain Thanks for the answer. It was informative. So how can I upload my Playerprefs to Google Play Services?
@@meystudios2658 hey there. I think i cover saving things in the cloud in one of the later videos in the series. Some parts are a bit dated now (theres some updated pinned code in the discord code help channel for it). But to summarise it. You can convert it to a long string, then store the string, you just need a method to encode and decode all your variables. Things like json also work just the same (convert to json, store json in string, save down). Best of luck!
@@Flarvain It says Start your Free Trial with $300 in credit on google cloud. Do you know about this?
Failed to sign in error code 4
Hey sorry i never came back to this one before. If you havent already resolved this one, watching the series will likely help or you can come join the discord :)
Your information for setting up was fine but I found a lot of errors in your info for unity.
Api level is extremely important as it needs to be set ad the highest available on the Google store to be a publishable app
It's not in window it's in assets
Package manager is the preferred way of unity import since 2020.3
And many more
I'll leave you with those from the first 5 mins
I'm giving up. Too much errors and things not going as yours.
Not your fault but...
please help Assets\SmokeTest\Scripts\GPGSIds.cs(26,25): error CS0101: The namespace 'SmokeTest' already contains a definition for 'GPGSIds'
Hey there, I think i've already replied to this in Kemal Kukrer's comment, it just means that the project you imported has a file inside of the namespace SmokeTest that is called GPGSIds, you can just find that and delete it. (search in your project for GPGSIds and it should come up). Good luck :)
@@Flarvain yes sorry i did not check
Assets\SmokeTest\Scripts\GPGSIds.cs(26,25): error CS0101: The namespace 'SmokeTest' already contains a definition for 'GPGSIds'
Hey there kemal, the reason is that you already have a script named GPGSIds, id recommend deleting their version and using the one you created, or atleast removing yours out of the namespace will fix the error. Feel free to come join the discord if you're still stuck :)