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Loging in with Google Play Services

Discussion in 'Android' started by Elgskred, Oct 21, 2015.

  1. Elgskred

    Elgskred

    Joined:
    Oct 13, 2014
    Posts:
    9
    Hi

    I've been trying to get Google services up and running on a test build, but I'm having problems signing in.
    When I push the button running the signin code for the first time I'm prompted if I want to allow access etc. but the sign in still fails.

    I'm following this guide:
    http://www.raywenderlich.com/86040/creating-cross-platform-multiplayer-game-unity-part-1
    http://www.raywenderlich.com/87042/creating-cross-platform-multi-player-game-unity-part-2

    Any ideas as to whats causing this?


    Login code:
    Code (csharp):
    1.  
    2. public void SignInAndStartMPGame() {
    3.         if (! PlayGamesPlatform.Instance.localUser.authenticated) {
    4.             PlayGamesPlatform.Instance.localUser.Authenticate((bool success) => {
    5.                 if (success) {
    6.                     Debug.Log ("We're signed in! Welcome " + PlayGamesPlatform.Instance.localUser.userName);
    7.                     // We could start our game now
    8.                 } else {
    9.                     Debug.Log ("Oh... we're not signed in.");
    10.                 }
    11.             });
    12.         } else {
    13.             Debug.Log ("You're already signed in.");
    14.             // We could also start our game now
    15.         }
    16.     }
    17.  
    Excerpt from debug.log:
    Code (csharp):
    1.  
    2. I/Unity   ( 3237):  [Play Games Plugin DLL] 10/21/15 18:15:04 +02:00 DEBUG: Appl
    3. ication is pausing, which disconnects the RTMP  client.  Leaving room.
    4. I/Unity   ( 3237):
    5. I/Unity   ( 3237): (Filename: ./artifacts/generated/common/runtime/UnityEngineDe
    6. bugBindings.gen.cpp Line: 64)
    7. I/Unity   ( 3237):
    8. I/Unity   ( 3237):  [Play Games Plugin DLL] 10/21/15 18:16:54 +02:00 DEBUG: Appl
    9. ication is pausing, which disconnects the RTMP  client.  Leaving room.
    10. I/Unity   ( 3237):
    11. I/Unity   ( 3237): (Filename: ./artifacts/generated/common/runtime/UnityEngineDe
    12. bugBindings.gen.cpp Line: 64)
    13. I/Unity   ( 3237):
    14. I/Unity   ( 3237):  [Play Games Plugin DLL] 10/21/15 18:17:02 +02:00 DEBUG: Star
    15. ting Auth Transition. Op: SIGN_IN status: ERROR_NOT_AUTHORIZED
    16. I/Unity   ( 3237):
    17. I/Unity   ( 3237): (Filename: ./artifacts/generated/common/runtime/UnityEngineDe
    18. bugBindings.gen.cpp Line: 64)
    19. I/Unity   ( 3237):
    20. I/Unity   ( 3237): AuthState == Unauthenticated calling auth callbacks with fail
    21. ure
    22. I/Unity   ( 3237):
    23. I/Unity   ( 3237): (Filename: ./artifacts/generated/common/runtime/UnityEngineDe
    24. bugBindings.gen.cpp Line: 64)
    25. I/Unity   ( 3237):
    26. I/Unity   ( 3237):  [Play Games Plugin DLL] 10/21/15 18:17:02 +02:00 DEBUG: Invo
    27. king user callback on game thread
    28. I/Unity   ( 3237):
    29. I/Unity   ( 3237): (Filename: ./artifacts/generated/common/runtime/UnityEngineDe
    30. bugBindings.gen.cpp Line: 64)
    31. I/Unity   ( 3237):
    32. I/Unity   ( 3237): Oh... we're not signed in.
    33. I/Unity   ( 3237):
    34. I/Unity   ( 3237): (Filename: ./artifacts/generated/common/runtime/UnityEngineDe
    35. bugBindings.gen.cpp Line: 64)
    36. I/Unity   ( 3237):
    37.  
    38.  
     
  2. Elgskred

    Elgskred

    Joined:
    Oct 13, 2014
    Posts:
    9
    I figured it out.
    I thought it was enough to select the keystore through the browse menu. I was not aware that I had to select it from the alias menu as well.
     
  3. GoodArcade

    GoodArcade

    Joined:
    Aug 7, 2013
    Posts:
    7
    alias menu? Where would that be again?
     
    victor-soares655 likes this.
  4. GoodArcade

    GoodArcade

    Joined:
    Aug 7, 2013
    Posts:
    7
    I have already chosen the correct keystore in the alias menu in Publish Settings. I am still having the exact error you are
     
  5. ninedreamz

    ninedreamz

    Joined:
    Aug 31, 2018
    Posts:
    1
    echoMike likes this.
  6. echoMike

    echoMike

    Joined:
    Oct 24, 2017
    Posts:
    4
    Hey that's just what I need, thanks a lot!!
    My problem for "Application is pausing, which disconnects the RTMP client. Leaving room." is that I was confused with the certificate fingerprint on Linked Apps when I just Build and Run my game instead of downloading from the uploaded internal test version.
    If you upload your package using GooglePlay AppSigning, they will change your uploaded certificate for public distribution. So when I craeting game service for the first time it automatically uses their certificate instead my uploaded one. That's why I can't sign in because building straight from Unity is using my certificate and I have to create another game service and make sure using my certificate in order to do quick debugging...LOL