I am using the latest version of google play games services,
While building for iOS, I am getting this error in Xcode.

Add GoogleSignIn infront of each define like this:
#import < GoogleSignIn/GIDSignIn.h>
how can i add GoogleSignIn infront of?
can i do in xcode?
Yes, double click on the error which will open the .mm file. Then amend and save the file.
Thanks Zenith, that did work fine.
But I am having another Issue.
When prompt for sign in, after I allow access, it redirects me to google search page instead of redirecting to the game.
I am running the game on iOS device, iPhone 6,
Unity version - 4.6.4
Xcode version - 6.4
GPGS - Plugin version: 0.9.21 (0x00000921)
Can anyone help please ?
@AjayKhara - I recommend upgrading to Unity 4.6.8 at least - it fixes a lot problems with the IL2CPP code generation (you need to use it in order to support 64 bit iphones) and GPGS 0.9.25 - which changes how authentication works to be acceptable by Apple.
Thanks for the heads up @claywilkinson, I did try to use GPGS 0.9.25 with unity 5, but the integrations sounded a bit tough, with cocoa pods, Don't know how to do that. So I switched back to 0.9.21.
@claywilkinson I think this is down to "GoogleSignIn" not being in the Podfile. When I added it in there, it resolved this issue for me.
Hmm, for 0.9.25 - the podFile should be using version 5.0 of GooglePlayGames. The podspec for GooglePlayGames is dependent on Google/SignIn - which should add it transitively to your project.
Sorry yeah, you're correct, something must have gone wrong in the post build steps, because while it had been updated on the Unity side, it was still the old one in the XCode project after the build happened. Very weird.
No problem - If you come up with any ideas on how to make it more fool-proof, please share :)
Ha! Campaign and badger Unity to improve their plugin system. I don't know how bad it is with some of the other platforms, but dear oh dear, when you've more than... 1 plugin on iOS and Android you really start to get hit with some absolutely crazy bugs and issues.
The fix is to manually update all the source files of a 3rd party library? For each build? Really?
Most helpful comment
The fix is to manually update all the source files of a 3rd party library? For each build? Really?