Is it somehow possible to set the public leaderboard to be the default one.
I am talking about the option when you show your leaderboard where is like
Social - All
I cannot find any option in Playstore's Game Services.
At this stage the API getLeaderboardIntent() does not allow you to set the filter for the leaderboard at launch. It is probably a workflow that is enforced by Google to promote adding friends to your G+ circles, but it makes for a really crappy experience when the player is the entry in their social leaderboard.
Hopefully this is made more flexible in a future update to play services.
Related
I'm working on a Unity game and am using the Google Play Games Services, specifically the Leaderboards and the Achievements.
I'm using the play-games-plugin-for-unity: https://github.com/playgameservices/play-games-plugin-for-unity
Currently my game is published as beta test.
While the achievements do seem to work, as in, they can be unlocked, and the popup appears correctly and I can see my progress from within the game.
But I don't receive and experience points for them.
And when I look at my game in the Play Games App, there's no info about any achievements, as if there are none.
So it's basically the same problem as this: Achievements not showing in Google Play Games App
Except in his case he had a OAuth2 Client IDs mismatch, but mine seem to be correct.
I was wondering if it's maybe just because my game hasn't been made public yet? (as it's still in Beta)
Edit: I've released it publicly now, and the achievements are still not showing, so that's definately not the cause.
Any help much appreciated.
So i'm updating my android and ios application using the unity game engine. I want to add unlockables based on which achievements the user has unlocked. I have about 20 or so achievements. I can't find anywhere a method to check to see if a particular achievement has been unlocked or not. Im using Gamecenter for ios and Google Play Games for android.
The Social class should provide what you need:
https://docs.unity3d.com/ScriptReference/Social.html
most particularly https://docs.unity3d.com/ScriptReference/Social.LoadAchievements.html
Ok this sounds weird. Google play games was made for games. And it is excellent. Achievements, cloud save, etc.
Now my app is NOT a game. But it is well documented and researched that turning chores/work/etc into games, makes them more fun, and people more likely to want to do them.
And this is what I want to do for my app. I cant add it to the games section, as it is a productivity/utility app. Yet I would like to add achievements,etc to it. And seeing as Google Play Games services already has some of the functionality i need, i thought i could use it. However, it seems that your app must be a game to use it.
Any one know if you can actually use the services with non games?
It's technically possible but in circumstances where you are using the services in an app, be careful because if your app doesn't meet the branding requirements, it can be pulled from the Play store as described in the Google Play Games Services terms of service.
So long as you can follow the Google Play Games Services Branding Guidelines you should be fine.
Yes, you can. The Google staff speaking in an event yesterday in the Google Campus London actually said this.
For examples of already existing popular such apps, checkout Memrise which is a gamified way to learn languages. It sits in "Education" App category and it has leaderboards and achievements in it, though not sure if its GPG or their own implementation of it.
I have released a game that uses Google Game Services on Google Play. Everything works, but when I look on my game in Google Play it doesn't show that it's using Game Services. Some other games do (like Riptide GP for instance). What is controlling this?
Implementing the Google Play Game Services features is not sufficient, your users have to use the service for you to get the badges.
Let me quote from this video from Google I/O 2013: Practical Android Games Development
http://youtu.be/ZbQWf7C5ymU?t=23m39s
"As you get more users you will get badges. [...] However, they are not just given out because you put them in the config, and we don't snoop your APK to see if you are making API calls from there. We verify how much the feature is being used and if you meet certain threshold we give you a badge. So you need to actually integrate it, it is not a token thing that you can put there to get more eyeballs in the store."
I'm programming a simple game to learn Google Play Game Service. After playing the game, the user will get a score. I want to get information about old high scores (to compare with recent score), or whether I get new high rank in my circle or not, or what achievement I unlocked. So, please help me how to get this information.
You can download achievement information as in this answer.
I believe that a similar way can be used to obtain leaderboard data with getGamesClient().loadLeaderboardMetadata()
AFAIK Google Play Game Services is not intended to work like this. The basic idea is that you submit achievements and scores to GPGS and it then does the rest. The user gets the information he/she is interested in by looking at the relevant achievement/leaderboard. If you really need to track and display all this information in your app then maybe you should implement your own system instead of using GPGS?
One important design consideration with GPGS is to avoid unnecessary API calls from your app (presumably because this costs Google money). If you were to query leaderboards and achievements in your app (say every second or minute) then the number of API calls each time your game was played could easily increase from a handful to hundreds or even thousands per play.
To get a better understanding of how Google would like you to use Google Play Game Services I recommend that you read the documentation and watch this recent video made by the GPGS team
:
Top 7 Google Play game services setup mistakes — Google Developers
https://developers.google.com/live/shows/5936979195723776