I am using google places auto-complete. I have enabled the API and also added a billing account. But still, on running the app, the fragment closes on typing an this error is shown
I/TAG: An error occurred: Status{statusCode=You must enable Billing on the Google Cloud Project at https://console.cloud.google.com/project/_/billing/enable Learn more at https://developers.google.com/maps/gmp-get-started, resolution=null}
The request is registered in the cloud platform but the error percent is 100 %. I do not understand the issue here. If anybody could help?
Based on the error message you had included; Please follow this documentation here as the document will have you follow the four step process in order to use the Google Maps Platform.
Furthermore, if you still have issue after following the documentation please let us know so we can further investigate the issue.
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I implemented sign in using google in my android app.
I followed the steps mentioned on their developer page, used the sample code, generated the google-services.json file. The sign in worked.
Suddenly after two days the same apk could not sign in successfully.
The code fragment giving error is:
GoogleSignInResult result = Auth.GoogleSignInApi.getSignInResultFromIntent(data);
The result.isSuccess() method returns false, indicating sign in has failed.
The error log gives error:
DEVELOPER ERROR resolution = null
Is it some issue with google-services.json ? Why did it stop working suddenly ?
There can actually be many reasons why we encounter sign-in failures after already achieving it successfully. You may check the following:
One probable cause can be with implementing player sign-in.
It could be that the user signed in successfully before and has not signed out, then the system calls onConnected() method. If sign in fails, the system calls the onConnectionFailed() method. To resolve the connection failure, you can implement code as given in the documentation.
You may also go through Troubleshooting Issues in Your Android Game to see if you've missed out something like setting up your game correctly.
Then, this SO post - Google Play Game Services - unable to sign in might also come in handy if the two didn't work.
Lastly, add in your app some implementation techniques to provide a seamless user experience, as recommended by the sign-in best practices.
Hope one of those help with your issue. :)
I've a major issue with linking my Play Developer Console to Google Wallet. I've already search the Google Help for any solution and didn't find one. The problem is, that Error message appears after hitting “Set up a merchant account now” button in my Google Play Android Developer Console (Settings/Account Details). After that another screen pops out with an error:
Oops! An error occurred while processing your request.
Regardless of any steps I've done such as changing to a different browser(Firefox to Chrome and back), clearing cache&cookies and so on... nothing is working.
Any ideas?
Any resolution yet?
I just encountered the same issue. Also no followup from google teams.
A possible solution I am looking into is to use an alternative payment system such as http://www.zooz.com/
I have the same problem a few days ago. After exchanging several emails with the service, they didn't know to tell me what happened, only they made me waste time. Then I started to fill the form on the Wallet account to avoid having to write every time I tried to link the accounts, and in this form itself is run the Javascript and I notice that my address could not be longer than 64 characters... I wrote a short version and I got my accounts linked.
In short, if you can not link your Google Play and Google Wallet accounts, check the size of your inputs, Javascript alerts dont work fine.
BTW: Outside USA could also be the fault of the VAT-ID, try to leave it empty.
I'm trying to implement Google Play Services following Google's documentation and I'm seeing the following when I try to connect my GameClient:
E/Volley: [4953] il.a: Unexpected response code 401 for https://www.googleapis.com/games/v1/players/me
E/Volley: [4953] il.a: Unexpected response code 401 for https://www.googleapis.com/games/v1/players/me
E/SignInIntentService: There is no linked app associated with this client ID.
I've checked that the SHA1 fingerprint of the certificate signing the APK, the SHA1 of the debug certificate, and the SHA1 given to the Google API do match up and they do. I've checked that the app id is declared in the manifest in the application item (I've taken in my case the 13 digit numerical id, not one that also includes a package). I've also checked that the test accounts I'm using are each listed in the Developer Console and they are; they're each #gmail.com too, and they include my developer address. They've each activated Google Plus.
I've tried this from an API 16 S3 device and an API 17 Google API simulator. The app's package name is correctly declared in the manifest, on the developer console and matches the API package name. The app is listed as a client of the game service, and is shown as 'ready for testing'.
In short I'm struggling to see what my mistake can be and what I've missed. I think I have everything from Google's troubleshooting addressed too. I've looked at the main questions here on StackOverflow, and they're covered. Whatever it is I'm missing is probably staring me full in the face. What can I be missing?
I got stuck on this problem for a long time until I realised that I had two strings in my app called "app_id". One from the Facebook SDK and one from Google. I renamed the Google app_id (and changed the corresponding manifest reference) and all was well.
It is POSSIBLE that you have a similar problem. If you can't see the error then I would try to write out the app_id to syslog to confirm that this is not the cause of the problem.
Incidentally, all my Google app_id s (client ids) are 12 bytes not 13, so perhaps you should start by checking that.
Good Luck !
Even after redoing everything, everything, I still encountered the same problem. However, I subsequently encountered a "This package is already in use" error message on Google API even though I had undeleted all projects and removed all clients before deleting these again.
This turned out to be a blessing: The solution to this was to recreate my debug key before adding the new fingerprint to Google API in another new client id.
And lo... my original problem went away.
I hade the same problem and for me it worked to re-link the app in Game services -> Linked apps -> Link another app.
You didn't explicitly state that the gmail accounts you're testing with are added as Google Plus users in a Google Plus community that is configured as the testing community for your app -OR- that you're using a google group as the testing community and those gmail accounts are part of that community.
If you have done those things, then it might be the issue stated here:
https://code.google.com/p/google-plus-platform/issues/detail?id=554
This answer might sound encouraging to solve your problem, but don't get your hopes up. I've done all that the original poster did, plus the things above, and I'm still stuck.
I've even followed all of the tips stated here:
Google Play Game Services - unable to sign in
And it would appear the depths of the chasm that Google lets you fall into regarding GPS is far deeper than the depths I've plumbed. Joy.
I had the same problem ,I am not sure that the following action is the one that resolved the problem but its worth the try,
Seems that I didnt had the Drive API enabled ,I had it in the enabled apis but i had to actually click the gear icon next to it and then click enable and provide the application name.
Just link the same package as many times as you have Client ID's in your Developer Console "Debug & Release Client ID's"
The thing is if you link your app to the Game Services with the wrong SHA1 fingerprint, Games Services will pick it up and associate it as the main Client ID.
Once you link the same app again to your Game Services, it will automatically pick up the other Client ID's
I had exactly the same problem, and in my case, I fixed it regenerating the API Key from the Google APIs Console. Go to Credentials, select your API key and then click on "Regenerate Key". You don't need to update anything in your code or link more apps, just regenerate and it starts working magically.
This question is the same as this Google+ Platform for Android - getCurrentPerson but i didn't find the solution here.
Here's the problem:
plusClient.getCurrentPerson() always returns null from onSignedIn(PlusClient plusClient) function
I used the PlusSampleActivity -> SignInActivity from Google Play Services.
Is this a bug, or anyone here knows how to fix this?
Have you setup a client ID for your application in the API console (https://code.google.com/apis/console)? When your app connects, its key fingerprint and packagename are used to look up a project from the console and check whether you have the Google+ API enabled, and enough quota to handle the request. If its not found, it looks like you have 0 quota so the request fails, which will give you null.
You can see the steps to follow here: https://developers.google.com/+/mobile/android/getting-started#step_1_enable_the_google_api
As was answered by Ian, you must setup your app hash key in the API console. But beware that after performing this setup it may take some time (sometimes few hours) before you can use it, so be patient.
I am trying to test in-app-billing. But when I purchase a good digital, I am getting error message that "A server error has occurred. Retry, or cancel and return to previous screen".
Can you suggest me to fix this issue ?
Thanks.
Searching Google for this error message reveals a lot of users in non-US countries experiencing the same issue. Could it be that Google is blocking your phone from purchasing through a non-US carrier? Try someone else's app that also does in-app purchasing and see if you are able to purchase something using their app.
Refer to this topic, a lot of fixes can be found here
http://www.google.com/support/forum/p/Android%20Market/thread?tid=3f8673f746c68442&hl=en
Please look at this thread:
Application Error : This version of the application is not configured for Market Billing
I have the same problems after upload new version of my application. After 1-3 hours problem was gone.
It's look like update problems on Google Play.