Hello, nice video. Thank you! Also, can you show how to change the keystore fingerprint and api keys to live from testing when development is done and also uploading the app to playstore?
I have followed all the steps you do in the video but when I press play in Unity, I still get the red fail screen that appeared to you at the beginning.... Do you know what could be the solution?
Hi, did you take a look in the log to see what error it is giving you? docs.unity3d.com/Manual/android-debugging-on-an-android-device.html#usb-debugging
Hello, I made the google play console settings and added a logo on the OAuth consest screen. Later, after the tests, I wanted to publish it on the OAuth consest screen and it asked me for a lot of requirements. After some research, I realized that I shouldn't add a logo, so I clicked on the edit app and removed the logo. Then, when I clicked publish, it changed the application from test to production status. My application is now live on the play store and I wonder if Publishing Status is important in the OAuth consest screen? So I published the app and whoever downloads it can successfully Authenticate and submit their score to the leaderboard?
Thanks for the tutorial! I followed all the steps but the app fails to authenticate with Google Play Game on the mobile device + I get the same red screen you see in Unity and a message: Failed to authenticate with Canceled. Did you encounter this issue?
Nvm, I solved the issue. When you download the app from the store you need to use the Sha-1 from the App signing key certificate in the App signing section for the cloud credentials. Thank you for the great tutorial!
@@scil4 Hi! If you have the same Sha-1 issue that I had then you need to use the correct sha-1 key for each situation: If you're downloading the app from the Play Store use the Sha-1 under the App signing key certificate section (under App signing) to create the cloud credentials in the Google Cloud console. How do you install the game on your device? From the store or using apk? Hope this helps :)
Hey. I'm so thankful for this. The things that you make looks so easy. Btw I want to give you some tips. There's no need to set minimum API android to 10 because in some scripts of google it just enough to set minimum API to 25 so you can actually build for lollipop android version. Actually now it's saving and loading fine the only problem is that I encountered that once you delete and clear data apk it seems that google cloud can't retrieve the saved data back and I don't know why. Could be that a bug or something? It's working fine while I don't clear data from my game but then all the data restart back again. Let's say I have 500 golds as the default after collecting some let's say 550 and saving to cloud works fine but after clearing the data of apk... cloud restore again to 500 even if it was saving for 550 I have no clue why is this happening. Is that does for you as well?
I am glad it was helpful! I think that when you delete the app data you would need to check if there is data on the cloud and if yes then download it and store it locally once more but I am not sure. I have been doing some research and I know that other people have been definitely doing more checks for the data.
@@freedomcoding I'm actually using that I made a json file as a local save which is more faster that the cloud to make sure that everytime it gonna save it as some point. But after checking it from scripts and saying in the code if there's a data on the cloud which return true but for some reason it reset it instead of retrieve the last saved. :( My order of saving data is something like this: 1. If there's no save data I create a Json file as a local save 2. If Json data exists and checking if the cloud contains some data to load otherwise I'm gonna save this string to google cloud 3. And after that if users gonna clear data then I make sure that first we create Json file and then checking for cloud againg and then load it.
You mean saving data locally and then checking for changes and either downloading new data or saving it to cloud? I havent done that but I have a friend who did so I could try it and record a video about it if that is what you want 😀
@@freedomcoding My bad, when I opened google cloud, there was no project, so I made a new project, turned out this new project is not link with the one in the PlayConsole. When I checked the list of the project, there is a project associated with my game in the PlayCOnsole :)
if (status != SavedGameRequestStatus.Success) { Debug.LogError("Error opening saved game"); isSaving = false; return; } the status always returns "internal error", has anyone experienced this or have a solution to it for google saved games?
Hey, this is a perfect tutorial, isn't it? Thank you so much! Greetings from Slovakia, my čech brother!
I am glad you liked it! Greetings to you too, my Slovak brother :)
Super tutorial! Na začiatku som si ani nevšimol že si čech 😀.
Jsem rád, že ti tutoriál pomohl!
I love You bro! This is the perfect tutorial for Google play services
Could you please make another tutorial video like this one but updated?
Sorry, but it is not on my list currently. Maybe some time in the future.
It was very helpful. Thank you so much
Hello, nice video. Thank you!
Also, can you show how to change the keystore fingerprint and api keys to live from testing when development is done and also uploading the app to playstore?
Thanks! I will be soon releasing my own app, so I can then make a video on this.
I have followed all the steps you do in the video but when I press play in Unity, I still get the red fail screen that appeared to you at the beginning.... Do you know what could be the solution?
Hi, did you take a look in the log to see what error it is giving you? docs.unity3d.com/Manual/android-debugging-on-an-android-device.html#usb-debugging
Do you know if Google apply you some fee when using Google Save Data?
Hi, it seems that there is no fee - www.quora.com/Are-the-Google-Play-Game-Services-totally-free
Hello, I made the google play console settings and added a logo on the OAuth consest screen. Later, after the tests, I wanted to publish it on the OAuth consest screen and it asked me for a lot of requirements. After some research, I realized that I shouldn't add a logo, so I clicked on the edit app and removed the logo. Then, when I clicked publish, it changed the application from test to production status. My application is now live on the play store and I wonder if Publishing Status is important in the OAuth consest screen? So I published the app and whoever downloads it can successfully Authenticate and submit their score to the leaderboard?
Hi, I am not an expert in this. Did you test it? I would say production status is okay...
Yes I tested it and I did it with a user who was not a test user. I think it works :)@@freedomcoding
Thanks for the tutorial!
I followed all the steps but the app fails to authenticate with Google Play Game on the mobile device + I get the same red screen you see in Unity and a message: Failed to authenticate with Canceled.
Did you encounter this issue?
Nvm, I solved the issue.
When you download the app from the store you need to use the Sha-1 from the App signing key certificate in the App signing section for the cloud credentials.
Thank you for the great tutorial!
Thanks for sharing the solution. I am glad you fixed it and liked the tutorial!
@@itaytamir4382 I have the same issue, but I don't understand you. How can I solve the issue? thank you
@@scil4 Hi!
If you have the same Sha-1 issue that I had then you need to use the correct sha-1 key for each situation:
If you're downloading the app from the Play Store use the Sha-1 under the App signing key certificate section (under App signing) to create the cloud credentials in the Google Cloud console.
How do you install the game on your device? From the store or using apk?
Hope this helps :)
Hey. I'm so thankful for this. The things that you make looks so easy.
Btw I want to give you some tips.
There's no need to set minimum API android to 10 because in some scripts of google it just enough to set minimum API to 25 so you can actually build for lollipop android version.
Actually now it's saving and loading fine the only problem is that I encountered that once you delete and clear data apk it seems that google cloud can't retrieve the saved data back and I don't know why. Could be that a bug or something? It's working fine while I don't clear data from my game but then all the data restart back again. Let's say I have 500 golds as the default after collecting some let's say 550 and saving to cloud works fine but after clearing the data of apk... cloud restore again to 500 even if it was saving for 550 I have no clue why is this happening. Is that does for you as well?
I am glad it was helpful! I think that when you delete the app data you would need to check if there is data on the cloud and if yes then download it and store it locally once more but I am not sure. I have been doing some research and I know that other people have been definitely doing more checks for the data.
@@freedomcoding I'm actually using that I made a json file as a local save which is more faster that the cloud to make sure that everytime it gonna save it as some point. But after checking it from scripts and saying in the code if there's a data on the cloud which return true but for some reason it reset it instead of retrieve the last saved. :(
My order of saving data is something like this:
1. If there's no save data I create a Json file as a local save
2. If Json data exists and checking if the cloud contains some data to load otherwise I'm gonna save this string to google cloud
3. And after that if users gonna clear data then I make sure that first we create Json file and then checking for cloud againg and then load it.
For me, I will record total playTime so that when there is data that has long playTime will override the shorter one.
Shouldn't the Client ID be a WEB client and not ANdroid?
It is quite some time since I worked with Google Play Services. If it works, why change it? :D
Someone else may be able to give you a better answer.
does this work with pc build?
Google play games services i mainly for mobile games, so I am not sure. I will test it!
Where can I find the achievementui script?
I don't have that maingui script also
@@md_rofique In the video i showed you how to download the example project from Github. You can find the link to Github in description.
Do you know anything about old data and existing data?
You mean saving data locally and then checking for changes and either downloading new data or saving it to cloud? I havent done that but I have a friend who did so I could try it and record a video about it if that is what you want 😀
@@freedomcoding When you save data a second time it doesn't work because the old data overwrites the new data.
@@cosmiccube2961 I will take a look at it.
@@freedomcoding Thank you buddy.
Cannot Add Credential, the button is not clickable
This is most likely because you forgot to set up something. Have you set up the OAuth correctly?
@@freedomcoding My bad, when I opened google cloud, there was no project, so I made a new project, turned out this new project is not link with the one in the PlayConsole. When I checked the list of the project, there is a project associated with my game in the PlayCOnsole :)
if (status != SavedGameRequestStatus.Success)
{
Debug.LogError("Error opening saved game");
isSaving = false;
return;
} the status always returns "internal error", has anyone experienced this or have a solution to it for google saved games?
did you fixed it?
@@lucassantos2805 Yes: th-cam.com/video/2mn7z0ddn6o/w-d-xo.htmlsi=gChOtcwEv9-b4LgF