I’ve done everything as specified- Linked my app to play services in the developer console. Added the SHA1 from Applications -> Release Management -> App signing -> Upload certificate. Downloaded the latest ‘play services’ unity package from GitHub. Added the required ‘resource’ to the play services setup in unity editor. Added the following script to the ‘Canvas’ object:
using System.Collections; using System.Collections.Generic; using UnityEngine; using GooglePlayGames; using GooglePlayGames.BasicApi; using UnityEngine.SocialPlatforms; public class PlayGamesServices : MonoBehaviour { // Start is called before the first frame update void Start() { PlayGamesClientConfiguration clientConig = new PlayGamesClientConfiguration.Builder().Build(); PlayGamesPlatform.InitializeInstance(clientConig); PlayGamesPlatform.Activate(); Social.localUser.Authenticate((bool success) => { if (success) Debug.Log("Logged In"); else Debug.Log("Failed to Log In"); }); } public static void PostToLederboard(long newHighScore) { Social.ReportScore(newHighScore,GPGSIds.leaderboard_global_high_score, (bool success) => { if (success) Debug.Log("New High Score posted"); else Debug.Log("Unable to post New High Score"); }); } public void ShowLeaderboard() { PlayGamesPlatform.Instance.ShowLeaderboardUI(GPGSIds.leaderboard_global_high_ score); } }
I’ve already published my game to alpha testing and then implemented play services. I’m wondering if that’s the problem.
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