verdade, mas funcionou de primeira pra você? Eu fiz tudo listado no vídeo e quando abro o APK no celular ele aparentemente não carrega o Google Play Services, pois não recebo nenhuma atualização da void ProcessAuthentication(), exceto no editor da Unity
Thank you, it didn't worked out until I publish the leaderboards & achievements for public, even tho testers were added and trying from a testing account.
Friend Coco, you should upload more videos helping us configure how to implement Firebase to Unity with the Play Games authenticator, I can't find it anywhere. :(
Hey, great tutorial! Could you also create a video tutorial on implementing Google Play Games login with Unity Authentication? Thanks for your awesome content!
You can watch my Authentication video , in that video i have described how to login in unity with Facebook and Steam , so similarly you can login with Google play games , you just need the playerID that we have just got from Google play games after successfull login.
@@Coco-3D Yes I have seen that video, and that's what helped me to understand unity authentication, i have watched all of your tutorials , and they've been a great help!
I get this error, does anyone know why? Unexpected transport error from import worker 126. code=10054 error=An existing connection has been forced to be interrupted by the remote host.
And if I'm already logged in, after the first time, it always comes back to me saying that the account is logged in or "Sign in Failed!!", How can I work with this?
Once I import the Google Play games plugin I can build apk and test on local device, but when I try building for the store, I get Gradle errors when trying to build the aab required for google store.
nice tutorial, i have a problem.. . if i run it in unity it shows its failed. If run it on my phone nothing happen. not even the sign in. IDk what to do
@@Coco-3D thanks! I wasn't receiving the SignIn callback. After Force Resolve it worked. To force resolve: "In the Open Unity project, navigate to Assets dropdown menu and choose Play services resolver > Android Resolve. Select the Resolve or Force Resolve"
No, it's not anymore. There's a text option (not one of the select boxes) that says "Create new cloud project", or something similar. You have to select that instead.
Hey, thanks for the video. I was struggling to get the automatic sign in working. In the app sign in there are two categories of keys, 1. App signing key certificate, and 2.Upload key certificate, As the document suggested I used SHA1 fingerprint form App signing key certificate, as in cloud while creating credentials, it says app verification successful (My game is already on the store), but as I build and rsn the current project with google plugin enabled, I wasn't signing in. I watched this video and changed the certificate in credentials from App signing key certificate SHA to Upload key certificate SHA. Now I can sign in automatically with no errors. But in the cloud credentials when you click on verify ownership, while Upload key certificate SHA being used, I see this: "This client is not applicable to verify ownership because it is not a Google Play Store app" I don't know if I should be worrying, as it works fine. By the way the Upload key certificate is similar to what we generate using keytool (user.keystore). Thanks!
The Upload key certificate is what our system has generated so sign in will work if you just build the game in unity and side load the app using USB. But it won't work for the people who are downloading your app from the playstore or other app stores. You have to put the App Signing key (SHA-1) in google cloud platform to make sure it will work for all the people who download your game from app store, but then if you try to build and run your game using USB cable it won't work. (In short Local build will not work). So at the end you have to use Upload key certificate for testing the integration only, and then use App Signing key (SHA-1) for deploying your app.
@@ivans8713 In my case I was using the SHA generated from user.keystore file which was created in unity. that only works if you use that SHA on cloud and use Unity's build and run to deploy app on your device (without uploading to playstore). But if your app is in production (Updated from playstore) you have to use the generated SHA from console. And then what you've build and run from unity will won't login in play services or vice versa. Can you elaborate where you are having trouble?
Hi I followed your steps and it worked on my previous project. But on my new project, I got ProcessAuthentication status= Canceled in the internal void ProcessAuthentication(SignInStatus status) function. Anyone know why?
There is no route C:\Program Files\Java on my computer, so impossible to complete the tutorial...And obviously, Java is installed and I searched for it in the Program files folder of all hard drives
Hello thanks for the tutorial , if we want to upload game to the google play console , should we use the same keystore as a SHAI key or we generate new one for release key store?
Unity 6 require new KEYSTORE couldnt use the old one from 2023. I needed to reinstall google play games aswell and do force resolve in android. And now I just created Unity 6 game with admob and google play games. On API 35.
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?
From what i understand , Yes it is good to have a production status for live apps. And for leaderbord which serveice are you using (Unity, Azure, Gamelift, or any other)?
I integrated gpgs with the game I developed with Unity. The leaderboard you are using is the leaderboard I set up from my Google Play Console account. I tested it yesterday with a few non-testers and I think everything is as it should be. So yes it should be in production.@@Coco-3D
How long does it take before Google Play recognises the updated SHA-1 key after U change it like at the end of the video? I did this step a few hours ago, and it hasn't started logging me in yet. Do I need to upload a new build first?
Hi, great tutorial on google play games login. I have successfully integrated in unity with the help of your video but I am unable to access email id of the user after login. Can you please help me out here?
I am not sure the Amazon app store generates a new signing key for apps or not, Like Google Play console does. If it generates a new Signing key then you have to put that key in Google cloud platform and if not everything will work perfectly.
Hi, it was very helpfull thank you very much. I also need to intergrate it with my game server. Do you know how to do that, is there any helpful tutorial you can share? ( I have read offical google documentation but its not very helpful, it seems i need to learn by trying)
Hi coco, thank you very much for this awesome tutorial! I managed to get everything working great but I was just wondering, if the player of my game doesn't have Google Play Games installed already, does the automatic sign in process check to see if it is installed and suggest the player to download the GPG app if it isn't? Thank you again!
By default, it is installed on every Android device unless someone has force-stopped it. It does ask to create an account if the player hasn't created one, but I'm not sure what will happen if it is missing.
@Coco-3D Ah okay! I did some testing yesterday and I uninstalled the Google Play Games app and it still managed to log me in when I opened my game so I'm guessing it's using Google Play services rather than the Google Play Games app directly to authenticate the user. I'm not sure 😂 it seems to work though so that's what I'm happy with. Thank you for replying to my message, hope you have a great week!
Bro, can connect in-app purchase through player prefs to google id. If user clear cache / uninstall game then he will lose player prefs right? So what can do?
you dont save player data through playerpref, playerpref to save short term data like audio setting etc. If u want to implement cloud service, look up either google cloud service or unity gaming service
Hi! Nice video but where are the users saved? And if I want to save some information from the user in unity cloud save, does it work with this authentication? And.... do you have a tutorial that shows how to save user information in unity cloud save? :) THX
Hi, Right now users are not saved anywhere and not there data, but you can implement CLOUD SAVE now after successfull login, (all we need is unique ID of player). You can watch my cloud save video right here : ruclips.net/video/STuIobcdKzk/видео.html
hey boss, would be nice if you could make a tutorial on how to implement multiplayer on dedicated server for android. you got all nice tutorials for already made multiplayer/singleplayer game but making one of how to implement multiplayer would be nice
Maybe I know your problem because I had the same login problem... But I had no problems with sha-1... try in unity doing next (Assets -> External Dependency Manager -> Android Resolver -> Resolve/Force Resolve). If u have error try change in player settings (Allow downloads over HTTP*). Its fixing my problem, but i dint know on 100% what do you have...
@@inqusitor6281 Вы вроде украинец, могли бы поподробнее объяснить с чем может быть связана проблема с подключением google play service? Просто уже 3 день сижу с сервисом который просто не хочет подключаться, и при заходе в игру ничего не происходит. Попробовал уже несколько вариантов захода, но все они оказались нерабочими Изменено: и да забыл сказать, что тот способ который вы написали на английском не помог
Hey Coco 3d, I've followed your steps to create google play login but there is a slight issue once I import the apk into my mobile and try it out it doesn't do anything even after I click the login button but in the unity editor itself if I click login it works. Here is what I tried: Force resolve Reinstalled used another mobile PS: the game I am testing it is already uploaded in the google play store what I mean is I followed your video on game which I already uploaded but for the build I did the apk not the aab file
wait if i login by google can i save player data in unity cloud save ?? if not how i can save player data ,another quastion is it possible to do Sign In Anonymously Async in unity cloud service and log in with the random id that unity gives ? and is it's possible to for loop all the player's that they sign in as anonymously and cheack if someone have special anonymously id hope you understand my quastions and hope there is answer for it ,,,, thank you :)
1.Yes you can save data in unity cloud save using google play games login, you just have to enable authentication and enable play games as identitiy provider in unity dashboard , and once you are successfully logged in using play games, then you just have to pass some id to unity so it knows about that, for that you can check out my authentication video. 2.When you use SignInAnonymously you are already logged in with a random id. and you can check everything in unity dashboard , like who are logged in anonymously or with any other identity provider , like google or facebook.
No by default no user progress is saved, its just for authentication, to save user progress you have to do it separately. You can use firebase realtime database or unity cloudsave , I have created videos in both the topics.👍
If you want to use this with UNITY cloud save, then simply watch this video ruclips.net/video/STuIobcdKzk/видео.htmlsi=iVd_bhs1pEOWruAw and i am also going to upload a video on Firebase (Realtime Database) which is same as unity cloud save.
What about apple bro? Facebook? there is no any video about this topic in youtube. And the only one explain google play is you but no one explain google accounts
my unity version 2021.3.31f1 after integrating play service, it login fines, but leaderboard not load. It show this error in android logcat Error Unity AndroidJavaException: java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames Error Unity java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames
After pasting the new SHA-1 in Google Cloud, signing in will only work for those APKs that are downloaded from the Play Store. If you try to run your APK directly using a USB connection, it will not work.
Yes I know, that's the problem and I'm not trying to run it directly. As per the tutorial, once downloaded from the play store i copied the SHA-1 to the cloud and it doesn't work. Whereas in your tutorial when you copied it over it started to work,.
@@PeterJohnson76 What he means is if you publish your App at Version 1 and then change the Cloud key, that Version 1 Apk is still using the old Fingerprint. You need to change the Cloud key, then update the app and publish for the store version to use the new method.
I am not following sorry. I only published one version, and copied the SHA1 cert from the Play developer console to the cloud and it doesn't sign in. @@maintv2995
I have same issue play games logo pops up but never say sign in or failed does not never display name etc. I tried may different script and attach to buttons. still does nothing.
Didn't know that google changes the SHA-1 Key after upload. THANK YOU!
You're welcome, and thankyou so much for watching.☺
Had been struggling for days, and like others - the golden key with the SHA1 change is what did it for me! Brilliant thank you
Troubleshooting part at the end saved my life! Thank you so much!
Very thank you so much, you're amazing bro! I'm from Brazil, is so hard find tutorials in PT-BR, but yours videos are so easy understand! Thank!
verdade, mas funcionou de primeira pra você? Eu fiz tudo listado no vídeo e quando abro o APK no celular ele aparentemente não carrega o Google Play Services, pois não recebo nenhuma atualização da void ProcessAuthentication(), exceto no editor da Unity
Please the following video explains how to Save and Load and Leaderboard. Great video!
It works! Thank you sir.
It worked, thank you. Hold my Liked
I would love for you to make a video of how to save to the cloud Google Play Games
You saved me bro, great video❤
Amazing video bro ❤❤
Make video about level lock an unlock , your way of teaching is amazing
Sure
Thnak you very much sir,this is what a tutorial should be like awesome
Great video😊😊
Любимые индусы, чтобы мы без вас делали)))
AWESOME❤❤
This was so straightforward and very helpful... Thank you!
Great bro 👌
Hello, can you make a tutorial with firebase notification? Your explainations are the best and most detailed
Thanks & Sure I'll try to make one video on that.
@@Coco-3D Thanks 🙌
thanks for the video. it helped me a lot!
Coco i give you my respect!!!
Thank you, it didn't worked out until I publish the leaderboards & achievements for public, even tho testers were added and trying from a testing account.
The Google Sign-In plugin cannot find the required DLL files, and I am getting an error.
Sorry but New admob SDK is not used with Google Play Games API what's wrong??
Friend Coco, you should upload more videos helping us configure how to implement Firebase to Unity with the Play Games authenticator, I can't find it anywhere. :(
Thank you. This is a Perfect
Hey, great tutorial! Could you also create a video tutorial on implementing Google Play Games login with Unity Authentication? Thanks for your awesome content!
You can watch my Authentication video , in that video i have described how to login in unity with Facebook and Steam , so similarly you can login with Google play games , you just need the playerID that we have just got from Google play games after successfull login.
@@Coco-3D Yes I have seen that video, and that's what helped me to understand unity authentication, i have watched all of your tutorials , and they've been a great help!
How to use unity console/simulator for google play login insted of downloading apk on phone.
@@KaranMkarangamingstudio sadly you can't you need to take apk for testing :(
I get this error, does anyone know why? Unexpected transport error from import worker 126. code=10054 error=An existing connection has been forced to be interrupted by the remote host.
And if I'm already logged in, after the first time, it always comes back to me saying that the account is logged in or "Sign in Failed!!", How can I work with this?
i have an issue where the "SignInStatus" is giving result of canceling, any idea why does this happen ?
i too :(
Same here
Once I import the Google Play games plugin I can build apk and test on local device, but when I try building for the store, I get Gradle errors when trying to build the aab required for google store.
nice tutorial, i have a problem.. . if i run it in unity it shows its failed. If run it on my phone nothing happen. not even the sign in. IDk what to do
Did you force resolve your project before building .apk file ?
@@Coco-3D no, im fixing this thats the prob i guess
@hellihelliio5609 you solve problem?
@@Coco-3D thanks! I wasn't receiving the SignIn callback. After Force Resolve it worked.
To force resolve: "In the Open Unity project, navigate to Assets dropdown menu and choose Play services resolver > Android Resolve. Select the Resolve or Force Resolve"
the "no my game doesn't use google api" option is not in my Play GameServices Setup
No, it's not anymore. There's a text option (not one of the select boxes) that says "Create new cloud project", or something similar. You have to select that instead.
Pls make a video on google play game services such as achievements and leaderboards
Grat tutorial! Thank you! But I have a question, how to run it in Unity Player?
Hey, thanks for the video.
I was struggling to get the automatic sign in working. In the app sign in there are two categories of keys, 1. App signing key certificate, and 2.Upload key certificate, As the document suggested I used SHA1 fingerprint form App signing key certificate, as in cloud while creating credentials, it says app verification successful (My game is already on the store), but as I build and rsn the current project with google plugin enabled, I wasn't signing in.
I watched this video and changed the certificate in credentials from App signing key certificate SHA to Upload key certificate SHA. Now I can sign in automatically with no errors. But in the cloud credentials when you click on verify ownership, while Upload key certificate SHA being used, I see this: "This client is not applicable to verify ownership because it is not a Google Play Store app" I don't know if I should be worrying, as it works fine. By the way the Upload key certificate is similar to what we generate using keytool (user.keystore).
Thanks!
The Upload key certificate is what our system has generated so sign in will work if you just build the game in unity and side load the app using USB.
But it won't work for the people who are downloading your app from the playstore or other app stores.
You have to put the App Signing key (SHA-1) in google cloud platform to make sure it will work for all the people who download your game from app store, but then if you try to build and run your game using USB cable it won't work. (In short Local build will not work).
So at the end you have to use Upload key certificate for testing the integration only, and then use App Signing key (SHA-1) for deploying your app.
what you mean they are similar, they are literally the same no?
@@Coco-3D thank you for clarification but it still didnt help me to make it work for whatever reason. very annoying :(
@@ivans8713 In my case I was using the SHA generated from user.keystore file which was created in unity. that only works if you use that SHA on cloud and use Unity's build and run to deploy app on your device (without uploading to playstore). But if your app is in production (Updated from playstore) you have to use the generated SHA from console. And then what you've build and run from unity will won't login in play services or vice versa.
Can you elaborate where you are having trouble?
Hi I followed your steps and it worked on my previous project. But on my new project, I got ProcessAuthentication status= Canceled in the internal void ProcessAuthentication(SignInStatus status) function. Anyone know why?
it worked Thanks
Thank you very much!
You're welcome!
There is no route C:\Program Files\Java on my computer, so impossible to complete the tutorial...And obviously, Java is installed and I searched for it in the Program files folder of all hard drives
Pudo resolver?
Me pasa igual
did you checked C:\Program Files (x86)\Java?
Hello thanks for the tutorial , if we want to upload game to the google play console , should we use the same keystore as a SHAI key or we generate new one for release key store?
I think you should use the same one.
ShowLeaderboardUI not implemented :( whyy
Hi, for new players, will they be automatically signed in?
Unity 6 require new KEYSTORE couldnt use the old one from 2023. I needed to reinstall google play games aswell and do force resolve in android. And now I just created Unity 6 game with admob and google play games. On API 35.
please make video about cloud saving
Hi, Please checkout my channel, It's already there.
@@Coco-3D Oh, sorry, I didn't check the video on your channel carefully, haha
Do you plan to make a video about cloud saving using Google Play? If you do, it's definitely going to be cool.@@Coco-3D
@@iqbalsurya77 Sure I'll try to make on video on that.
Ply games services is gone from my console anyone know where it is?
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?
From what i understand , Yes it is good to have a production status for live apps. And for leaderbord which serveice are you using (Unity, Azure, Gamelift, or any other)?
I integrated gpgs with the game I developed with Unity. The leaderboard you are using is the leaderboard I set up from my Google Play Console account. I tested it yesterday with a few non-testers and I think everything is as it should be. So yes it should be in production.@@Coco-3D
hello bro. Firebase only displays available events, custom events are not listed. Can you make a video tutorial on firebase analystic custom events?
Sure, I'll try to make one👍
How long does it take before Google Play recognises the updated SHA-1 key after U change it like at the end of the video? I did this step a few hours ago, and it hasn't started logging me in yet. Do I need to upload a new build first?
me to did you know the solution pls
@GemuPro For me, it started to work after I finished setting up the rest of the Google Play Services configurations.
Hi, great tutorial on google play games login. I have successfully integrated in unity with the help of your video but I am unable to access email id of the user after login.
Can you please help me out here?
@Coco-3D Can you tell me if this works for a game published on the Amazon App Store? If so, what do I need to change to make it work there?
I am not sure the Amazon app store generates a new signing key for apps or not, Like Google Play console does.
If it generates a new Signing key then you have to put that key in Google cloud platform and if not everything will work perfectly.
Hi, it was very helpfull thank you very much. I also need to intergrate it with my game server. Do you know how to do that, is there any helpful tutorial you can share? ( I have read offical google documentation but its not very helpful, it seems i need to learn by trying)
Hi, can you explain more what are you trying to achive, any examples?
Hi coco, thank you very much for this awesome tutorial! I managed to get everything working great but I was just wondering, if the player of my game doesn't have Google Play Games installed already, does the automatic sign in process check to see if it is installed and suggest the player to download the GPG app if it isn't? Thank you again!
By default, it is installed on every Android device unless someone has force-stopped it.
It does ask to create an account if the player hasn't created one, but I'm not sure what will happen if it is missing.
@Coco-3D Ah okay! I did some testing yesterday and I uninstalled the Google Play Games app and it still managed to log me in when I opened my game so I'm guessing it's using Google Play services rather than the Google Play Games app directly to authenticate the user.
I'm not sure 😂 it seems to work though so that's what I'm happy with. Thank you for replying to my message, hope you have a great week!
@@casabro Thanks for the testing, atlest now we know that it does not depends on Google Play Games App.😂
Bro, can connect in-app purchase through player prefs to google id.
If user clear cache / uninstall game then he will lose player prefs right? So what can do?
you dont save player data through playerpref, playerpref to save short term data like audio setting etc. If u want to implement cloud service, look up either google cloud service or unity gaming service
Hi! Nice video but where are the users saved? And if I want to save some information from the user in unity cloud save, does it work with this authentication? And.... do you have a tutorial that shows how to save user information in unity cloud save? :) THX
Hi, Right now users are not saved anywhere and not there data, but you can implement CLOUD SAVE now after successfull login, (all we need is unique ID of player).
You can watch my cloud save video right here :
ruclips.net/video/STuIobcdKzk/видео.html
hey boss, would be nice if you could make a tutorial on how to implement multiplayer on dedicated server for android. you got all nice tutorials for already made multiplayer/singleplayer game but making one of how to implement multiplayer would be nice
Thanks, Sure i'll try to make videos on that in future.👍
@@Coco-3D you are my favourite indian guied maker. Easy to understand you and nice step by step guides. Keep up and hope your channel grows
@@ivans8713 Thankyou so much bro, it means a lot to me☺
Hey, I did everything but my SHA-1 id and signing apk id is the same . What did I wrong ?
It's weird they are not same usually, can you try to upload your aab with new keystore, if possible 🤔
@@Coco-3D Problem is solved but I don't know how 😂😂 anyway, thanks for the comment.
so useful
nice tutorial, sadly i can't test it because i get build errors. :(
How can we get auth token for login user on different platform, or its just TokenID?
From different platform did you mean android and ios? by the way Google play games login only works for android.
Please make a tutorial for How to save data to cloud.
Firebase and play games :(
It Works!!!
it's showing sign in failed all the time, i even checked and the SHA1 certificate id is also matching but not signing in...., help
Please use android logcat, so that we can know why sign in failed.
Maybe I know your problem because I had the same login problem... But I had no problems with sha-1... try in unity doing next (Assets -> External Dependency Manager -> Android Resolver -> Resolve/Force Resolve). If u have error try change in player settings (Allow downloads over HTTP*). Its fixing my problem, but i dint know on 100% what do you have...
@@Coco-3D Thank you for your video, I have problems with listening to English, but you always speak clearly and understandably. Thank you!
@@inqusitor6281 Thankyou so much bro for watching my videos.
@@inqusitor6281 Вы вроде украинец, могли бы поподробнее объяснить с чем может быть связана проблема с подключением google play service? Просто уже 3 день сижу с сервисом который просто не хочет подключаться, и при заходе в игру ничего не происходит. Попробовал уже несколько вариантов захода, но все они оказались нерабочими
Изменено: и да забыл сказать, что тот способ который вы написали на английском не помог
play services, achievement, leaderboard please!
Hey Coco 3d, I've followed your steps to create google play login but there is a slight issue once I import the apk into my mobile and try it out it doesn't do anything even after I click the login button but in the unity editor itself if I click login it works.
Here is what I tried:
Force resolve
Reinstalled
used another mobile
PS: the game I am testing it is already uploaded in the google play store what I mean is I followed your video on game which I already uploaded but for the build I did the apk not the aab file
Hi, Did you filled tester email in play console?
@@Coco-3D Oh well I forgot about that and I've already deleted the project and tried again...
wait if i login by google can i save player data in unity cloud save ?? if not how i can save player data ,another quastion is it possible to do Sign In Anonymously Async in unity cloud service and log in with the random id that unity gives ? and is it's possible to for loop all the player's that they sign in as anonymously and cheack if someone have special anonymously id hope you understand my quastions and hope there is answer for it ,,,, thank you :)
1.Yes you can save data in unity cloud save using google play games login, you just have to enable authentication and enable play games as identitiy provider in unity dashboard , and once you are successfully logged in using play games, then you just have to pass some id to unity so it knows about that, for that you can check out my authentication video.
2.When you use SignInAnonymously you are already logged in with a random id.
and you can check everything in unity dashboard , like who are logged in anonymously or with any other identity provider , like google or facebook.
Bro, how to store score in google id?
hi, where is the client secret? i need that when i try add google play games to identity providers
You need to add a WEB Client credential
I have a question, does this mean that all activities and progress will be saved or that in itself is a different process?
No by default no user progress is saved, its just for authentication, to save user progress you have to do it separately. You can use firebase realtime database or unity cloudsave , I have created videos in both the topics.👍
@@Coco-3D I can't get Firebase to deploy with Play Games :( TUTO!!
amazing
Why the hell couldn't I find this in the documentation!!
Bro how to make Google play games leaderboard
I want to use it to cloud save how can i do that?
If you want to use this with UNITY cloud save, then simply watch this video
ruclips.net/video/STuIobcdKzk/видео.htmlsi=iVd_bhs1pEOWruAw
and i am also going to upload a video on Firebase (Realtime Database) which is same as unity cloud save.
How to properly publish 2d and 3d games step by step Guide give me solution bro
Its takes quite a bit of time, but it is very simple, and ya it's same for 2d and 3d games. I'll try to make a video on that.
We need APi integration videos
nice intro
Great
thanks
All the problem is the SHA1!!!!!! I have one week with this shit!!!
What about apple bro? Facebook? there is no any video about this topic in youtube. And the only one explain google play is you but no one explain google accounts
Please tell us how to make Leaderboard
my unity version 2021.3.31f1 after integrating play service, it login fines, but leaderboard not load. It show this error in android logcat
Error Unity AndroidJavaException: java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames
Error Unity java.lang.ClassNotFoundException: com.google.android.gms.games.PlayGames
When I copy the SHA-1 certificate fingerprint from Google play console to the google cloud, it does not sign in ?
After pasting the new SHA-1 in Google Cloud, signing in will only work for those APKs that are downloaded from the Play Store. If you try to run your APK directly using a USB connection, it will not work.
Yes I know, that's the problem and I'm not trying to run it directly. As per the tutorial, once downloaded from the play store i copied the SHA-1 to the cloud and it doesn't work. Whereas in your tutorial when you copied it over it started to work,.
@@PeterJohnson76 What he means is if you publish your App at Version 1 and then change the Cloud key, that Version 1 Apk is still using the old Fingerprint. You need to change the Cloud key, then update the app and publish for the store version to use the new method.
I am not following sorry. I only published one version, and copied the SHA1 cert from the Play developer console to the cloud and it doesn't sign in. @@maintv2995
I have same issue play games logo pops up but never say sign in or failed does not never display name etc. I tried may different script and attach to buttons. still does nothing.