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BFS Google Play Game Services Plugin

Discussion in 'Assets and Asset Store' started by BFS-Kyle, Jun 13, 2013.

  1. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    $BFS-GPGSP-big.jpg

    Our new plugin for adding Google Play Game Services support into Unity is out now in the Asset Store! This plugin will allow you to post scores to leaderboards, retrieve the leaderboard scores, update and unlock achievements, and display all the leaderboards and achievements in a nice and neat window (or allow you to create your own GUI for it if you wish).

    Right now it is available for just $15 with support for Android only, with Web and iOS support coming soon, as well as Multiplayer and cloud saves.

    Take your game to the next level with leaderboards and achievements in this easy to use package!


    Check it out on the Asset Store here!
     
  2. KyleHatch85

    KyleHatch85

    Joined:
    Dec 13, 2011
    Posts:
    99
    Good to see a thread for this, i recommend stick this url in your info for the asset store so people have a place to go. Hoping to pick this up after the weekend when i'm back.

    Do you have a roadmap or a possible idea of release for the other features mentioned?
     
  3. BlackRain

    BlackRain

    Joined:
    Jun 26, 2012
    Posts:
    76
    You will be getting a sale from me in the near future.
     
  4. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Thanks for the tip - will make sure to add it in :)

    As for a roadmap for future releases, we don't have anything concrete yet but as soon as we do I will make sure to keep you updated here. What would be most important to you - additional platforms (iOS, web) or additional features (multiplayer, cloud saves)?

    Good to hear :) I'll be around to help with any issues you may have and to update you on new features!
     
  5. Runnerman12

    Runnerman12

    Joined:
    Jul 20, 2012
    Posts:
    33
    Can you add support for Unity 3.5.7, the latest release before 4.0? We are not upgrading for quite some time and will buy the plugin if it becomes available for 3.5.7 :)

    Thanks!
     
  6. ben_at_blowfish

    ben_at_blowfish

    Joined:
    Jun 18, 2013
    Posts:
    5
    Hi Guys,

    We are experiencing some problems replying to this thread, once this is sorted BFS Kyle will be back posting!

    Cheers,
    Ben.
     
  7. Bigzur

    Bigzur

    Joined:
    Jun 20, 2013
    Posts:
    2
    Hi, we bought this plugin, did everything from PDF manual. But all time we have sign in error (to google play game service). Please advise how to fix it.
     
  8. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Bigzur,

    There are a few things that you should check if you are having issues with a sign-in error. Firstly, look at the debug output from the plugin to see if anything stands out there, or better yet post the relevant section of the log here and I will take a look at it for you.

    But please check these items to make sure it is setup correctly:

    1. Make sure you are a test user on the application. To do this, open up the Google Play Developer Console, find your game in the Game Services, select it and then under 5. Testing make sure you have added your account to this list. The account you add should be the Google account that has been setup on the device that you will be testing with.

    2. Double check to make sure that the SHA1 value for the keystore being used to build and sign the .apk file in unity matches the SHA1 value that you have added in the Google Play Developer Console. If these two don't match, you will get the sign-in error.

    If neither of these fix the problem for you, please post the log file from adb logcat and I will investigate further.

    Cheers,

    -Kyle
     
  9. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    It seems to be a good plugin, maybe you will get a sale from me too.
     
  10. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Runnerman12,

    The plugin will work with Unity 3.5.7, but we will have to push through a new update so that the import process is simple for you - I'll let you know once its ready to download from the asset store!
     
  11. efqwdwqd

    efqwdwqd

    Joined:
    Jan 2, 2013
    Posts:
    2
    I purchased this plugin, yesterday.

    Very good plugin.

    I have a question. Reply me plz

    I used "DoLoadPlayer" method to get my ranking info.

    But, no response...

    How "DoLoadPlayer" method?

    I used
    -------------------
    if(GoogleGamesBinding.GetIsSignedIn()==true){
    GoogleGamesBinding.DoLoadPlayer(GoogleGamesBinding.GetCurrentPlayerId());

    }
    ---------------------

    But, no response... What event method call?

    Reply my e-mail plz,

    email : h0965@naver.com
     
  12. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi,

    You should also listen to the event in GoogleGamesManager called OnPlayersLoaded.

    This will fire shortly after the request with a list of (in this case) just one single GooglePlayer instance, which is the player data for the current player.

    Make sure you are registered to this event before making the call to DoLoadPlayer, as it may return immediately.

    If you are still having issues let me know.

    Cheers,

    -Kyle
     
  13. PaulStuffs

    PaulStuffs

    Joined:
    Jan 10, 2013
    Posts:
    15
    Hi,
    I recently bought your plugin but I'm having some trouble. Signing and posting scores seem to work fine, but retrieving scores always returns an empty list.
    * In the bundled demo scene I get: "Received total of 0 scores from leaderboard TestLeaderboard. Scores:"
    * In my game I also debugged that the list is always empty.
    * Tested this on two different devices (both Android 4.2.2).
    * When opening Google Play's leaderboards screen I do see the score I submitted (so it can't be an issue with signing in or no scores).
    * I tried clearing the app's cache and data. Didn't work.
    * [edit] Also tried forcing refresh, nothing different. [/edit]

    What can it be? Looks like a bug in the plugin, but I can't be sure.
    Please help :(
     
    Last edited: Jun 30, 2013
  14. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Runnerman,

    We have just updated the plugin with support for Unity 3.5.7! Go take a look in the Asset Store and see if its right for you! :)

    -Kyle
     
  15. jimboyte

    jimboyte

    Joined:
    Feb 25, 2013
    Posts:
    23
    I was wanting to buy this. But it does not seem like the developer is responding. Did you find a fix?
     
  16. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Jimboyte,

    I apologise for what looks like a lack of response from me - I am replying to everyone, but due to an issue with my account on the forums which Unity are working on fixing, my posts must be approved first. When they do get approved (hopefully soon) you will see them all fill up this page.

    As for DarkPlan's issue, I have helped him resolve it via Email - it was just an issue related to some strange leaderboard loading from Google.

    If you have any questions though feel free to post here or PM me on the forums.

    Cheers,

    -Kyle
     
  17. ben_at_blowfish

    ben_at_blowfish

    Joined:
    Jun 18, 2013
    Posts:
    5
    Hi,

    We are again experiencing problems with the Unity Forum. It seems all of Kyle's posts need to be individually approved at the moment and Unity haven't managed to fix this. I think with Unite 2013 being on that means its taking a while for his responses to come through. I can say that we are helping everyone who has problems and are contacting us via email. Please be assured that we are fully supporting this plugin.

    For a personal response you can email the support email address listed in the plugin.

    I will give you a heads up we just submitted the first feature update too. The plugin will now include Android Google play cloud saves and player profile pictures. This update also comes with the first price hike, when it is approved the plugin will be $20. Basically we'll just keep raising the price as more updates happen to it. The early adopters are getting the best deal! :)

    Cheers,
    Ben.
     
  18. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    515
    Thank you very much for your support.
    I have recently take it this plugin.
    Login works and send and watch random scores and also achievement.
    But when i leave from the scene, all your gui stills on screen on all scenes. I have to use some process to remove it?
    And what can i have a little tutorial to retrieve and send info to specific achievement?


    -------

    Ok solved first stop using my own gUI
    Now i need to learn how to send my playerprefs score to each leaderboard id.
    I see the methods to call random leaderboard but not a particular id

    ________

    well, i got it :)

    i have to call:
    GoogleGamesBinding.DoSubmitScoreImmediate("myleaderid", myscore);
     
    Last edited: Jul 18, 2013
  19. BFS-Kyle

    BFS-Kyle

    Joined:
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    Glad you managed to sort this out :) If you have any further issues let me know and I'll try to help you out!

    -Kyle
     
  20. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    515
    Well, i`m trying to display a leaderboard with id "blabla" on some label of NGUI, but i got problems
    I only have succefull do it using NGUI and random Leaderboard.
    If you can explain a little example...
     
  21. plingativator

    plingativator

    Joined:
    May 2, 2013
    Posts:
    13
    This plugin has been working great for me! Thanks again.

    A suggestion for a feature that I would find extremely useful would be a Reset Leaderboard function, strictly for testing purposes on unpublished builds. It looks like the google API would support it. https://developers.google.com/games/services/management/api/scores/reset

    I would find this extremely helpful for testing my game as I tweak the levels and try to monitor the scores of other players.
     
  22. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi MrPacoGP,

    It sounds like you want to display the scores for a leaderboard in your game.

    Here's what you need to do.

    1. Login (which it sounds like you already have under control)

    2. Add a listener to the event GoogleGamesManager.OnLeaderboardScoresLoaded.

    Code (csharp):
    1. void Awake()
    2. {
    3.     ...
    4.     GoogleGamesManager.OnLeaderboardScoresLoaded += LeaderboardScoresLoaded;
    5.     ...
    6. }
    7.  
    8. void LeaderboardScoresLoaded(int a_StatusCode, List<GoogleLeaderboard> a_Leaderboards, List<GoogleLeaderboardScore> a_Scores, int a_LoadMoreScoresIndex)
    9. {
    10.     //Your code goes in here
    11. }

    3. Load the scores for the leaderboard
    Code (csharp):
    1. GoogleGamesBinding.DoLoadTopScores("blabla", GoogleGamesBinding.TimeSpan.TIME_SPAN_ALL_TIME, GoogleGamesBinding.LeaderboardCollection.COLLECTION_PUBLIC, 25);
    4. Wait for a response from the Google servers, which will fire your callback function from step 2.

    5. Using the List of GoogleLeaderboardScores, populate the NGUI components needed to display the scores, e.g. a set of UILabel's. You can check the List of GoogleLeaderboard objects to see what leaderboard the scores are for (it will be a list with a single item in it for this function call, so you can just check a_Leaderboards[0].)

    Let me know how this goes for you,

    -Kyle
     
  23. BFS-Kyle

    BFS-Kyle

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    Jun 12, 2013
    Posts:
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    Hi Plingativator,

    Thanks for your feedback - I have been looking into accessing these reset functions, however they are from a completely separate API which is not available directly in Android, so it would require a bit of work to get these going.

    However as they are Web calls, I will look into adding this in together with the web player support. I'll keep you guys posted on the status of this.

    Cheers,

    -Kyle
     
  24. hellobard

    hellobard

    Joined:
    Sep 26, 2012
    Posts:
    139
    hey,
    I ran the test scene on my android device and tried to login in, but I get a "A sign-in error has occurred". I did get the box with the Approval of using this game for your Google id account etc at first, but then I only get this sign-in error without any further info. I have set up my game in the Google Dashboard and it seems to be setup correctly since it showed my app's name upon sign-in the first time. What might be wrong? I'm new to debugging on droid devices, but is there a way for me to see what the actual sign-in error is related to?
     
  25. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Hellobard,

    You can look into the log files from Android by opening a console window and typing "adb logcat" which will connect to your device and print out the logs as the app is running.

    But there are a few causes that could show the Sign-in error related to the setup of the application. Things to check are:

    1. Make sure the package name matches exactly as you have entered it in the Google Play Developer Console. A typo here will cause the sign-in error.

    2. Make sure you have added yourself as a test user in the Google Play Developer Console. Select your game services application and choose Testing to add test accounts. Make sure all your google accounts that you will be using are listed here.

    3. The most common issue is related to the SHA1 value of your signing key being incorrect. Double check that you have set this up correctly - the Key / Alias that you use to sign the package in unity MUST match exactly that entered online in the Google Play Developer Console. Review the steps at https://developers.google.com/games/services/console/enabling#step_3_generate_an_oauth_20_client_id to make sure you have configured this correctly. 90% of the time, this is the problem. Make sure that if you are using the debugging key with unity, that you upload the SHA1 value for the debugging key to the developer console. If you are using your own key / alias, make sure you upload the correct SHA1 value to the developer console.

    Let me know if you have any other issues.

    -Kyle
     
  26. hellobard

    hellobard

    Joined:
    Sep 26, 2012
    Posts:
    139
    Thank you very much for your answer, Kyle!
    That cleared up the issue for me, I went through all my settings and realized I had done everything right. I was building in Unsigned mode, which made signing in impossible. I now have the demo scene working just perfectly here. Can't wait to implement this into my game, cheers!
     
  27. Aardvark_Fu

    Aardvark_Fu

    Joined:
    May 30, 2013
    Posts:
    33
    Howdy guys,

    I'm considering picking up your plugin to cutout a bit of legwork. But, before I just nabbed it up I was curious if you'd defined your road map for new features yet? Namely, if you plan on the IOS integration point at any time soon for leader boards and Achievements?

    Thanks.
     
  28. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    515
    The last week-end my game are working without using the same SHA1 as on google play develop.
    But now its two with problems.

    I have generated a new keystore and used the SHA1 but stills with problems.
    On Unity, we have to put the SHA1 on password label when generating a new keystore?
     
  29. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Aardvark_Fu,

    At this point we haven't got a definitive road map for new features, but I think IOS integration will still be at least a month away before it gets added into a new version. Will keep you posted.

    -Kyle
     
  30. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi MrPacoGP,

    I'm not sure I fully understand your question.

    You had the setup working correctly last weekend, but since then you have changed your keystore and it is no longer working? If that is the case, then double check that the SHA1 value matches up correctly as the only change has been the Keystore change, so that is where the problem is.

    As for the final question, in Unity you never have to use the SHA1 value anywhere - its only needed by Google Play Developer Console for Game Services. You only have to make suer the Keystore and Alias being used are the correct ones in Unity.

    Sorry if I have misunderstood your question, post back if you still have issues.

    -Kyle
     
  31. josemoreira

    josemoreira

    Joined:
    Jul 23, 2012
    Posts:
    35
    Hi Kyle.

    Would it be possible to make custom actions for playmaker?
    Do you have any ETA for the android multiplayer and cloud save?
     
  32. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi,

    We have no plans to create custom actions for PlayMaker and do not have a license for PlayMaker so this would be difficult to organise.

    As for the Android Multiplayer and Cloud Saves, we have finished adding cloud saves for Android and are waiting for approval from Unity for it to go live in the Asset Store (been a while now already.. will follow it up). As for Multiplayer, that should be coming over the next few weeks.

    -Kyle
     
  33. josemoreira

    josemoreira

    Joined:
    Jul 23, 2012
    Posts:
    35
    Well, that's too bad. It would definitely double your sales.

    Anyway, how do you plan to do the multiplayer stuff? Putting the API running and add some example code?
    Would it be possible to make things a little more visual? Meaning, i am not a coder, so if it is just by code i cant do nothing, but if it is some kind of "script" with the exposed variables which will be synced in every machine, that would be perfect. Cause even though i'm not a coder, i can control them with playmaker easily. (https://hutonggames.fogbugz.com/default.asp?W696)
     
  34. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Josemoreira,

    For the scope of this plugin, we won't be looking into making things more visual as you described, as the plan is to have it fully functional across multiple platforms which in itself will be a large task. We will not be looking into Playmaker support any time soon.

    For things like submitting scores and achievements and using cloud saves, it should be fairly simple to set up the actions required by Playmaker to make use of this. Multiplayer would be an entirely different story as it would be more complex than simply calling one function and letting it do its thing.

    -Kyle
     
  35. Deleted User

    Deleted User

    Guest

    Hi Kyle

    Great plugin very easy to set up, got leaderboards and achievements integrated very quickly.

    I have encountered one major issue. I am using another plugin for handling In App Billing. Both plugins have this line in the Android manifest.

    Code (csharp):
    1. <intent-filter>
    2.     <action android:name="android.intent.action.MAIN" />
    3.     <category android:name="android.intent.category.LAUNCHER" />
    4. </intent-filter>
    As I understand it, this line turns the plugin into the main activity of the app and there can only be one main activity, all others are ignored. This means that I can only have one or the other plugin running at the same time not both. Is there anyway around this limitation?

    Thanks for any assistance.
     
  36. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Meridian_Rizing,

    Unfortunately you are correct - only one plugin can be the main activity for the app on Android. In our case, we are making use of the activity to detect any events that occur while the application is running so that the plugin can work correctly. However, we are working on moving away from this requirement and not needing to overwrite the main activity so that our plugin will work with any other plugin without issues.

    This is still in development, so for now the restriction is still in place but we will keep working to improve this.

    Thanks,

    -Kyle
     
  37. KamiKaze425

    KamiKaze425

    Joined:
    Nov 20, 2012
    Posts:
    207
    Hey Kyle,

    How well does your plugin work if we have Prime31's Facebook/Twitter plugins as well? Does the issue that Meridian_Rizing mentioned occur as well?
     
  38. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi KamiKaze425,

    I am fairly sure that Prime31 does not overwrite the main activity in the Android Manifest file, so there shouldn't be any issues with this plugin and their plugin working together.

    -Kyle
     
  39. Cain Tech

    Cain Tech

    Joined:
    Jul 31, 2013
    Posts:
    4


    Is it compatible with Unity 3.5.5 version???
     
  40. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Cain Tech,

    The plugin should work fine with Unity 3.5.5, however I believe it is a limitation on the asset store that will not allow you to download it unless you are running 3.5.7.

    If you want to get this plugin, your options are:

    1. Upgrade to Unity 3.5.7 (I believe it is a fairly minor upgrade, with mostly bug fixes and improvements - nothing game-breaking. but still make sure to do backups if you go down this route)

    2. Install unity 3.5.7 on any machine, open up the asset store in a new blank project and purchase the plugin. Then you can copy all the files from the blank project into your existing 3.5.5 project.

    If you have any further questions let me know.

    Regards,

    -Kyle
     
  41. steve.salmond

    steve.salmond

    Joined:
    Jan 29, 2013
    Posts:
    8
    Hi there,

    Does your plugin allow avatar images to be easily retrieved along with leaderboard scores? We are using Prime31's GPG plugin at present, but unfortunately they don't support this feature.

    Also, do you have public API documentation somewhere? Would be great to help make a purchase decision.

    Cheers,
    Steve
     
  42. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Steve,

    In the latest update which is not yet accessible in the asset store, you are able to retrieve avatar images, so yes that functionality is available. If you would like to get the updated code for your project just send me a PM and I will send you the required update files to get this in the project, as the asset store review process is taking longer than expected.

    As for public API documentation, this is not available at this point, but looking at Prime31's documentation, I can say that the functions are very similar to theirs (just named differently in some cases). We do however have the extra features of avatar image loading, as well as more features for Cloud Saves (a helper script for using cloud saves just like player prefs, and full control over conflict resolution) - plus being a fraction of the price.

    But one down-side of our plugin is that we overwrite the main activity on Android, which means that if you are using another plugin which also overwrites the main activity, only one of the two plugins will work. Not many plugins do overwrite the main Android activity though, but it is possible that this clash will come up.

    If you have any other questions, let me know!

    Cheers,

    -Kyle
     
  43. uniphonic

    uniphonic

    Joined:
    Jun 24, 2012
    Posts:
    130
    Does this mean that I would have a problem using this plugin with Soomla? It looks like Soomla has that line in the manifest:
    https://github.com/soomla/unity3d-s....0/Assets/Plugins/Android/AndroidManifest.xml
     
  44. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Uniphonic,

    Good news - our plugin will work fine with Soomla. They do not overwrite the Main activity - it is simply using the Unity default. The code that they have added is:

    Code (csharp):
    1. <service android:name="com.soomla.billing.BillingService" />
    2.  
    3.         <receiver android:name="com.soomla.billing.BillingReceiver">
    4.             <intent-filter>
    5.                 <action android:name="com.android.vending.billing.IN_APP_NOTIFY" />
    6.                 <action android:name="com.android.vending.billing.RESPONSE_CODE" />
    7.                 <action android:name="com.android.vending.billing.PURCHASE_STATE_CHANGED" />
    8.             </intent-filter>
    9.         </receiver>
    So in order to have both plugins work, you should do one of two things:

    1. Import this plugins AndroidManifest.xml file and then add the code above back into your AndroidManifest.xml file

    2. Keep the AndroidManifest.xml file from Soomla, and then follow the instructions in our Documentation .pdf to update the AndroidManifest.xml to work with our plugin.

    If you have any issues getting this to work, let me know.

    Cheers,

    -Kyle
     
  45. steve.salmond

    steve.salmond

    Joined:
    Jan 29, 2013
    Posts:
    8
    Kyle, thanks for getting back to me so quickly.

    We're currently using a Pushwoosh plugin in our app, which does replace the main Unity player activity - sounds like there might be a potential conflict. I'll do some research and see if it's possible to get the Pushwoosh plugin in a non-main activity flavor.

    Just wondering - is there some kind of technical requirement to override the main activity in order to do GPG integration properly? Or, is it just a lot easier to make the plugin work robustly using that technique?

    Cheers,
    Steve
     
  46. steve.salmond

    steve.salmond

    Joined:
    Jan 29, 2013
    Posts:
    8
    Oh, I just read one of your earlier posts, where you explain the situation with requiring the main activity. Would be very interested to hear if you manage to get a solution up and running.

    Cheers,
    Steve
     
  47. Deozaan

    Deozaan

    Joined:
    Oct 27, 2010
    Posts:
    707
    Is this still in development? I saw a post in this thread from two weeks ago stating that cloud saves were ready to go and just waiting for Unity to accept to the Asset Store, yet the most recent version on the Asset Store was from July 3rd. . .

    I'm eager to buy a Google Play Services asset, but want to make sure that it will (eventually) become feature complete before doing so.
     
  48. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Deozaan,

    We are still working on it, but the submission to the store has some administrative issues we are working to resolve with Unity - the update is working though, and we are able to share it with you outside of the asset store for now until it is resolved. The only thing missing from the Android version is the realtime Multiplayer at the moment.

    -Kyle
     
  49. KamiKaze425

    KamiKaze425

    Joined:
    Nov 20, 2012
    Posts:
    207
    If you guys overwrite the main activity, how does it work when using Facebook to launch the app?
    When setting up a Native Android App on Facebook you need to place the class name:
    "The class name of the Main Activity that you want Facebook to launch...This is a required field for native linking"

    Right now, we have it set to "com.unity3d.player.UnityPlayerProxyActivity" in order for Facebook to launch the game

    --Ali
     
  50. BFS-Kyle

    BFS-Kyle

    Joined:
    Jun 12, 2013
    Posts:
    882
    Hi Ali,

    I am not 100% certain, but i believe you will want to change the activity set in Facebook to "com.bfsgooglegames.GoogleGamesUnityPlayerProxyActivity" in order for it to continue working once you update the game with the plugin.

    Cheers,

    -Kyle