i have been really wanting to create a real-time multiplayer android game and was following this tutorial:
https://developers.google.com/games/services/android/realtimeMultiplayer
I even corrected the errors on the ButtonClicker example(it's the only one with real-time multiplayer) and got it to work, but didn´t test the multiplayer yet. I copied the whole project to my brother´s computer and he tried to play with me. But every time he click on the button to invite me, it´s saying "the project is incorrectly configured". Does he have to generate another aplication id? has anyone tested the example using 2 different computers and the android emulator of eclipse?
Google Play Services aren't typically installed on the emulator. I think you'll need a pair of actual devices.
It might also need signed applications, but I'm not that familiar (yet) with the Google Play Services model.
I think i resolved it(at least my brother could login on his computer) by adding testers to my project on google play development console. Now all he needs to do is use another emulator on his computer to emulate multiplayer, just like i did ^^
if its giving you an unconfigured error, double check that you signed your app with the same certificate as the sha1 that you linked.
Related
Hi everyone and thanks for hearing me out.
I have an app that I build using Google play games, Google play services, ETC... Basically the debug version works perfectly fine and connected to multiple devices, however the release version can't sign in to google play games and causes the app to crash when attempting to do anything that requires it.
I suspect this is an issue with the authentication, but I tried using the developer console to create a new OAuth2.0 that has the package name and the fingerprint of the keystore that I'm using for release and it still dosen't work.
Thanks in advance for any help!
Most probably it is with the authentication issue . First of all make sure you have the proper release key . This doc will walk you through to get the fingerprint, and then in your google play console under your game services select linked apps and link your release version here
If still doesn't connect to the google play service, please provide your log then I can find the best solution for you
I uploaded an app I developed to google play. Since the app isn't free, google doesn't allow me to download it to my device.
The first users who tried to download my app claimed they got the 505 error (by leaving their comments on google play).
I read some threads about this error here on stackoverflow and made some changes that hopefully fix the problem, but how can I check it myself? Do I need to use other people's devices and pay each time I want to check if my app is downloadable or is there a better option ?
thanks
edit: just to be clear - I'm looking for a way to see whether people can download and install my app without getting any error messages. Preferably by going to the google play and downloading it myself.
The app itself works great once it's downloaded and installed. The problem was that people couldn't download/install it on their device.
You can use Google Administration to check erros and statistics for your apps.
Login to your Google Account on this page:
https://play.google.com/apps/publish
There you'll find all your uploaded apps. You'll also find crash reports, etc. Just for better administration of your apps.
To test your app the best way is to use the debug or Run 'app' option in Android Studio. If you want to test the signed apk you can also build it inside Android Stuido with the Build -> Generate Signed APK option.
Or you use the console commands if you don't use an IDE.
Check the documentation of the ADB (Android Debug Bridge)
http://developer.android.com/tools/help/adb.html
I hope this helps.
I've finally made a game that I am happy to push on the android store and I have everything down packed except for a few minor details like implementing the leader board and achievements.
Now, I've followed the tutorial on the video produced by Bruno and Dan and have been able to sign in with multiple devices and multiple accounts, but nothing else seems to work.
I'm using unity and the plugin / sdk that was provided and told to download.
The things I am having trouble with is even getting the achievements and leader boards. I am using this code which was in the video:
// post score 12345 to leaderboard ID "Cfji293fjsie_QA")
Social.ReportScore(12345, "(I have my leader board code here but am masking it for safety)", (bool success) => {
// handle success or failure
});
In that code I have it basically setup for the moment with testing that if a GUI.Button is pushed, the player will send the score 12345 to the leader board. Then once that is done, there is another button that can open the ShowLeaderBoardUI function that was also given in the video.
Once in the game on my phone, the scores wont show up, or the leader board itself once pressing the button either.
Am I doing something wrong? I'm not sure if I need to include anything else and I'm not even inputting my variables of score into the leader board yet for testing purposes.
If you need anymore information let me know.
I have the game in Beta on the Google Play Store with the application saying "Published", the Game Services say "Published". I have linked the app to the Game Services with the correct OUATH 2.0, with the correct App ID. All achievements and leader boards say "Published". Both of my email accounts are linked to the Game Services.
I'm just not sure where I have gone wrong and why I can't even ShowLeaderboardUI or even post a score.
Also is there a way to view the leader boards and achievements on a computer as apposed to a phone? or do I need to be on the phone to check them?
Thanks,
Chris
EDIT: Forgot to include that I can sign in and have all of the regular Google Play sign in graphics and it's signs in fine.
EDIT2: Forgot to mention that the game is in Beta in the Google Play Store.
For what it's worth. I wasn't able to get Google's plugin to work, so I deleted everything google related in my project and installed this.
https://github.com/faizann/UnityGPGPlugin
Authentication works now, as well as reporting scores to the leaderboard. So it would appear that the issue actually lies with something in Google's plugin and not my setup on the developer console.
Add the following statement before Authenticating the local user.
PlayGamesPlatform.Activate();
this will solve your issue
I have had the same problem as the OP and tried to solve it for days.
I could signin normally, but when calling ShowLeaderboardUI, ShowAchievementsUI or pretty much anything else, it did nothing.
What solved my issue was removing Facebook and Playfab plugins I had installed on my project. I reinstalled Google Play Games plugin and everything went fine.
Recently I try to implement a leaderboard by Google Play Game Service.
And first I import that sample project TypeANumber. I follow the way here https://developers.google.com/games/services/android/quickstart step by step.
I used the keytool to generated the SHA1 of keystore, and use this SHA1 to verify the app.
Then I sign the app by the keystore.
When I run the sample and try to sign in. I got the error "Google Play Game Services - unable to sign in".
Then I double check all my steps and try again. Still got this error.
I searched this problem on google, and I find this man got the same problem with me
Google Play Game Services - unable to sign in
All the situation is the same. And he got the solution.
I follow his solution delete my app client ID on Google APIs Console, unlinked my app and relinked it with the proper Certificate Fingerprint.
All this work done, I still got the same error.
Did I miss something? Any body got the same problem like this ?
Or maybe I should create an app with the same package name of the sample project and upload the apk ?
Or maybe Google Play Game Service doesn't work at China ?
I have encountered similar issues and I note that this page was updated on 30th May 2013 which
may help you, or me, or maybe even both of us !
https://developers.google.com/games/services/android/troubleshooting
Update: I worked my way through this and eventually realised that I had two different app_id strings in my project - one for the Facebook API and one for Google play Game Services! The two strings were stored in different files so my error was hard to find. Once I renamed one everything worked fine. One problem that I have encountered is that I am unable to test with the id that I used to define the Game in the developer console. Other people have mentioned this elsewhere on SO but no harm mentioning it again.
I am about to write an App which is customized to Macau, a city in Southern China. I am experiencing some uncertainties and would like to seek help from the fellow developers.
I have checked with Android Dev Guide and found out that we have gotta sign the App with self-generated key or a digital certificate issued from Certificate Authority. May I know whether there are any differences in the user experience when downloading and using the App for self-generated key or digital cert from CA? I heard that Symbian Apps would display alert message like "This App is untrusted" if the App is not formally verified. I do not want this to happen in my App, and I am worried about other tiny differences.
Moreover, I would like to ask about the requirements for digital certificate for signing the App. Is there any specification? Must the key be a .keystore file for signing? I am thinking about applying one from the Post Office for signing, but am worried whether it works.
From the Google Dev Guide, it says we need to plug the Android device to the computer using USB and run the App and perform testing using the computer. May I know more about the testing procedures from the experienced? After this debugging process how can I test the App on a standalone Android phone just like using the App normally? Can I simply sign the App with debug key in the debug mode and use it on the device? Must the device be developer device or Nexus One for performing testing?
If I publish the App to the Web server, i.e. users can download the file and use my file, would my source code be leaked out and get accessed by other people?
Last but not least, as I am developing the free App in Macau, I was stuck when I saw that Macau is not on the developer location list. I wonder whether I can publish my App on the Android Market. When I settle the Google Checkout payment, which option should I choose as my location, as neither China nor Macau is on the list. Should I choose "Hong Kong", my neighbouring city, or simply click "US" for convenience? Can the Android users in Macau download my App from the Android Market? (I cannot see Macau on the supported distribution location list...)
I would really appreciate it if you could kindly answer my loads of questions. Thank you very much!
That's way to many questions for one post, but I'll take a shot at a few.
You must sign your app using a keystore. It should be one you created, but hey, that is your choice. Any app not downloaded from the market is considered "untrusted" and users will receive that error upon installing it.
As far as debugging, you can debug on an emulator and/or a device (phone). Most people will recommend both. Information about how to get started can be found on the Android Development website. More specifically, you can try this
or this.
You can sign the app with a debug key if you setup USB debugging on the phone.
You publish apps as .apk files, which is complied code, not source. Even then it is hackable, just like anything else.