Play-games-plugin-for-unity: Authentication fails when save games is enabled in config

Created on 26 Jan 2019  Β·  99Comments  Β·  Source: playgameservices/play-games-plugin-for-unity

When I remove the enabledSavedGames from the config my app is able to authenticate and sign in the tester however when enabled it no longer works. I have checked the SHA1 certificates and they all match, save games is enabled in the developer console and can be seen as enabled in the API console. I am at a loss of how to fix this issue. I have checked that I have the latest relese of android SDK play services library and resources and google API for the android versions in SDK Manager, they are all upto date. I have checked and double checked the package name in both unity and the developer console and they both match. I have even built a new project and imported the cubic pilot sample, set up a new game services project and configured according to the documentation and I still get the same problem.

Any help will be much appreciated.

bug

Most helpful comment

This is a high priority issue. We are waiting for the fix from a drive team. They already found a reason and are working on a solution.
Sorry, as I have no estimated time for this fix, yet.

All 99 comments

This what the logcat shows

--------- beginning of system
01-26 17:19:34.434 21071 21088 I Unity : SystemInfo CPU = ARMv7 VFPv3 NEON, Cores = 4, Memory = 1891mb
01-26 17:19:34.434 21071 21088 I Unity : SystemInfo ARM big.LITTLE configuration: 4 big (mask: 15), 0 little (mask: 0)
01-26 17:19:34.436 21071 21088 I Unity : ApplicationInfo com.porkypinegames.letter_fall version 1.1 build 3a0343b1-19b7-4fbe-bd53-c701eefc576c
01-26 17:19:34.436 21071 21088 I Unity : Built from '2017.3/release' branch, Version '2017.3.1f1 (fc1d3344e6ea)', Build type 'Release', Scripting Backend 'mono'
01-26 17:19:34.700 21071 21088 D Unity : GL_AMD_compressed_ATC_texture GL_AMD_performance_monitor GL_AMD_program_binary_Z400 GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_robustness GL_EXT_texture_format_BGRA8888 GL_EXT_texture_type_2_10_10_10_REV GL_NV_fence GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth_texture GL_OES_depth24 GL_OES_EGL_image GL_OES_EGL_sync GL_OES_EGL_image_external GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_fragment_precision_high GL_OES_get_program_binary GL_OES_packed_depth_stencil GL_OES_depth_texture_cube_map GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_vertex_type_10_10_10_2 GL_OES_vertex_array_object GL_QCOM_alpha_test GL_QCOM_binning_control GL_QCOM_driver_control GL_QCOM_perfmon_global_mode GL_QCOM_extended_get GL_QCOM_extended_get2 GL_QCOM_tiled_rendering GL_QCOM_writeonly_rendering GL_EXT_sRGB GL_EXT_sRGB_write_control GL_EXT
01-26 17:19:34.700 21071 21088 D Unity : _texture_sRGB_decode GL_EXT_texture_filter_anisotropic GL_EXT_multisampled_render_to_texture GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_disjoint_timer_query
01-26 17:19:38.691 21071 21088 I Unity : CALLING THIS CONFIG
01-26 17:19:38.691 21071 21088 I Unity :
01-26 17:19:38.691 21071 21088 I Unity : (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
01-26 17:19:38.691 21071 21088 I Unity :
01-26 17:19:38.739 21071 21088 I Unity : Starting Auth with token client.
01-26 17:19:38.739 21071 21088 I Unity :
01-26 17:19:38.739 21071 21088 I Unity : (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
01-26 17:19:38.739 21071 21088 I Unity :
01-26 17:19:38.882 21071 21088 W Unity : !!! [Play Games Plugin DLL] 01/26/19 17:19:38 +00:00 WARNING: Creating new PlayGamesPlatform
01-26 17:19:38.882 21071 21088 W Unity :
01-26 17:19:38.882 21071 21088 W Unity : (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
01-26 17:19:38.882 21071 21088 W Unity :
01-26 17:19:38.882 21071 21088 I Unity : [Play Games Plugin DLL] 01/26/19 17:19:38 +00:00 DEBUG: Activating PlayGamesPlatform.
01-26 17:19:38.882 21071 21088 I Unity :
01-26 17:19:38.882 21071 21088 I Unity : (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
01-26 17:19:38.882 21071 21088 I Unity :
01-26 17:19:38.882 21071 21088 I Unity : [Play Games Plugin DLL] 01/26/19 17:19:38 +00:00 DEBUG: PlayGamesPlatform activated: GooglePlayGames.PlayGamesPlatform
01-26 17:19:38.882 21071 21088 I Unity :
01-26 17:19:38.882 21071 21088 I Unity : (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
01-26 17:19:38.882 21071 21088 I Unity :
01-26 17:19:38.882 21071 21088 I Unity : [Play Games Plugin DLL] 01/26/19 17:19:38 +00:00 DEBUG: Creating platform-specific Play Games client.
01-26 17:19:38.882 21071 21088 I Unity :
01-26 17:19:38.882 21071 21088 I Unity : (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
01-26 17:19:38.882 21071 21088 I Unity :
01-26 17:19:38.883 21071 21088 I Unity : [Play Games Plugin DLL] 01/26/19 17:19:38 +00:00 DEBUG: Creating Android IPlayGamesClient Client
01-26 17:19:38.883 21071 21088 I Unity :
01-26 17:19:38.883 21071 21088 I Unity : (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
01-26 17:19:38.883 21071 21088 I Unity :
01-26 17:20:01.053 21071 21071 I Unity : Building GPG services, implicitly attempts silent auth
01-26 17:20:01.053 21071 21071 I Unity :
01-26 17:20:01.053 21071 21071 I Unity : (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
01-26 17:20:01.053 21071 21071 I Unity :
01-26 17:20:01.223 21071 21088 I Unity : [Play Games Plugin DLL] 01/26/19 17:20:01 +00:00 DEBUG: Invoking user callback on game thread
01-26 17:20:01.223 21071 21088 I Unity :
01-26 17:20:01.223 21071 21088 I Unity : (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
01-26 17:20:01.223 21071 21088 I Unity :
01-26 17:20:01.789 21071 21088 I Unity : [Play Games Plugin DLL] 01/26/19 17:20:01 +00:00 DEBUG: Starting Auth Transition. Op: SIGN_IN status: ERROR_NOT_AUTHORIZED
01-26 17:20:01.789 21071 21088 I Unity :
01-26 17:20:01.789 21071 21088 I Unity : (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
01-26 17:20:01.789 21071 21088 I Unity :
01-26 17:20:01.789 21071 21088 I Unity : [Play Games Plugin DLL] 01/26/19 17:20:01 +00:00 DEBUG: AuthState == Unauthenticated calling auth callbacks with failure
01-26 17:20:01.789 21071 21088 I Unity :
01-26 17:20:01.789 21071 21088 I Unity : (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

I have almost same issue here. Without .EnableSavedGames() everything works fine (Sign-in / Leader-boards & achievements). I already tried everything I could find. Double-triple checked the auth debug and release credentials are all working fine and the Saved Games is enabled in console. Same thing with a fresh unity project and CubicPilot sample, new game service - the works.
This is what I always get when I set .EnableSavedGames() in the config:
E/TokenFragment: Setting result error status code to: 16
D/TokenPendingResult: Calling onResult for callback: GooglePlayGames.Android.AndroidTokenClient+ResultCallbackProxy result: Status: Status{statusCode=CANCELED, resolution=null} email: id: access:
And the string I get from Social.localUser.Authenticate is "Authentication canceled"

The email selection and the OAuth consent shows up .. but after I allow and select email it just closes and does nothing. And I also checked permissions are given in account access on the app - "Has access to Google Drive, Google Play"

@Matthew-Prinold - Op: SIGN_IN status: ERROR_NOT_AUTHORIZED - You only get this error? This is what happens to me if I don't set or remove the credentials.

What do you mean by reset or remove your credentials?

On Sat, 26 Jan 2019, 19:14 JerryK <[email protected] wrote:

I have almost same issue here. Without .EnableSavedGames() everything
works fine (Sign-in / Leader-boards & achievements). I already tried
everything I could find. Double-triple checked the auth debug and release
credentials are all working fine and the Saved Games is enabled in console.
Same thing with a fresh unity project and CubicPilot sample, new game
service - the works.
This is what I always get when I set .EnableSavedGames() in the config:
E/TokenFragment: Setting result error status code to: 16
D/TokenPendingResult: Calling onResult for callback:
GooglePlayGames.Android.AndroidTokenClient+ResultCallbackProxy java object> result: Status: Status{statusCode=CANCELED, resolution=null}
email: id: access:
And the string I get from Social.localUser.Authenticate is "Authentication
canceled"

The email selection and the OAuth consent shows up .. but after I allow
and select email it just closes and does nothing. And I also checked
permissions are given in account access on the app - "Has access to Google
Drive, Google Play"

@Matthew-Prinold https://github.com/Matthew-Prinold - Op: SIGN_IN
status: ERROR_NOT_AUTHORIZED - You only get this error? This is what
happens to me if I don't set or remove the credentials.

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Like the testers are not set right/Saved games is off in console. I have also checked my logs on the first run I get :
09:40:10.731 2026-2026/? I/Unity: Building GPG services, implicitly attempts silent auth
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
01-27 09:40:10.741 2026-2026/? I/GamesNativeSDK: Using existing jar.
01-27 09:40:10.741 2026-2026/? I/GamesNativeSDK: Writing 1941 bytes to jar file
01-27 09:40:10.741 2026-2026/? I/GamesNativeSDK: Using existing jar.
01-27 09:40:10.741 2026-2026/? I/GamesNativeSDK: Writing 1066 bytes to jar file
01-27 09:40:10.751 2026-2026/? W/PopupManager: You have not specified a View to use as content view for popups. Falling back to the Activity content view. Note that this may not work as expected in multi-screen environments
01-27 09:40:10.761 2026-2356/? I/GamesNativeSDK: Auth operation started: SIGN IN
01-27 09:40:10.761 2026-2356/? I/GamesNativeSDK: Connecting to Google Play...
01-27 09:40:10.801 2026-2026/? V/GamesNativeSDK: Received Activity Resume Event.
01-27 09:40:10.801 2026-2026/? D/TokenFragment: onResume called
01-27 09:40:10.801 266-1456/? W/ContextImpl: Calling a method in the system process without a qualified user: android.app.ContextImpl.sendBroadcast:1123 com.android.server.InputMethodManagerService.hideCurrentInputLocked:1880 com.android.server.InputMethodManagerService.windowGainedFocus:1968 com.android.internal.view.IInputMethodManager$Stub.onTransact:221 com.android.server.InputMethodManagerService.onTransact:818
01-27 09:40:10.831 1251-1256/? D/dalvikvm: GC_CONCURRENT freed 403K, 11% free 4064K/4528K, paused 1ms+1ms, total 7ms
01-27 09:40:10.851 167-167/? W/SurfaceFlinger: couldn't log to binary event log: overflow.
01-27 09:40:10.961 468-924/? W/GLSUser: [DeviceKeyStore] Cannot load key: Device key file not found.
01-27 09:40:10.971 468-924/? W/GLSUser: [DeviceKeyStore] Cannot load key: Device key file not found.
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
01-27 09:40:11.051 2026-2041/? I/Unity: [Play Games Plugin DLL] 01/27/19 9:40:11 +02:00 DEBUG: Invoking user callback on game thread
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
01-27 09:40:11.081 2367-2367/? D/AndroidRuntime: >>>>>> AndroidRuntime START com.android.internal.os.RuntimeInit <<<<<<
01-27 09:40:11.311 2026-2026/? V/GamesNativeSDK: Play Games callback indicates connection failure.
01-27 09:40:11.311 2026-2356/? I/GamesNativeSDK: Error connecting to Google Play: code 8.
01-27 09:40:11.351 2026-2041/? I/Unity: [Play Games Plugin DLL] 01/27/19 9:40:11 +02:00 DEBUG: Starting Auth Transition. Op: SIGN_IN status: ERROR_NOT_AUTHORIZED
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
01-27 09:40:11.351 2026-2041/? I/Unity: [Play Games Plugin DLL] 01/27/19 9:40:11 +02:00 DEBUG: AuthState == Unauthenticated calling auth callbacks with failure

Then if I try to sign in again :
01-27 09:42:54.131 2026-2026/? E/TokenFragment: Setting result error status code to: 16
01-27 09:42:54.131 2026-2026/? D/TokenPendingResult: Calling onResult for callback: GooglePlayGames.Android.AndroidTokenClient+ResultCallbackProxy result: Status: Status{statusCode=CANCELED, resolution=null} email: id: access:
01-27 09:42:54.131 2026-2026/? V/GamesNativeSDK: Received Activity Resume Event.

Does savedgames need a OAuth web app id set?

I have tried removing and resetting the credentials but this has no effect, I still get the same issue. I don't believe savedgames requires OAuth web app id set but I will try it anyway.

i returned the request status and it says authorization canceled even after selecting an testing email from the UI and accepting the OAuth concent.

i returned the request status and it says authorization canceled even after selecting an testing email from the UI and accepting the OAuth concent.

Same here. The drive api generates error 404.
image

Can anyone else confirm if the save games are working in a current build?

I have tested with a web credential to use the drive but I get this error:
image
The app is published ... but I don't know if I'm verifying it corectly
image
In the console it says it's linked
image
And the saved games is on:
image

Just wanted to say that I'm having the same exact problem. As soon as .enablesavedgames() is added to the config of the builder I get many errors in log and nothing work. If I remove it, sign-in works, achievements and stuff is all good. Triple-checked the certs/signatures but I might just be doing something wrong ? But I get the exact same errors as you.

I have the same problem. But my game isn't authorize with and without save game enable. I can't authorize to game after enable save game and now I can't even authorize without save game even on outer settings and on new game package, keystore and so on!!! I use Unity 2018.3.2f1 Personal and my device is Redmi A4

Check if you have linked the app with your apk SHA1 key in Play Console, please.

Yes thank you, that was the first thing I've checked. I've even built an
apk, unzipped it and checked the SHA1 certificate with that of the play
console and the API console.

On Fri, 1 Feb 2019, 14:03 olehkuznetsov <[email protected] wrote:

Check if you have linked the app with your apk SHA1 key in Play Console,
please.

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Have you checked if "Saved Games" option is "On" for you as on screenshot in comment above?

I refer you to the start of the thread. Yes all these settings have
checked, double checked and retested. And also yes I have added the users
to the testers and cache and memory has been cleared from the devices as
per Google's instructions

On Fri, 1 Feb 2019, 17:15 olehkuznetsov <[email protected] wrote:

Have you checked if "Saved Games" option is "On" for you as on screenshot
in comment above?

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I currently have the same problem, my gpgs works perfectly without "enableSavedGames()"
I all have SHA1 certificate correct (I made two linked apps, one containing the SHA1 from google playstore apk, and one coming from unity build)
I also ticked enable save games in the google play console. I also have the service published.

@P-JohnSilva
Can I ask if you enabled Google app signing. I chose not to. If you you did
then the SHA1 you differs depending on if you build and run your app
directly via USB in which case you need to change the linked app SHA1 to
the upload certificate or if you download from the store on a test track
then you need to use the other certificate (I forget the name atm) but they
can both be found in the play console and can linked apps certificates can
be changed in the API console.

On Sun, 3 Feb 2019, 03:07 P-JohnSilva <[email protected] wrote:

I currently have the same problem, my gpgs works perfectly without
"enableSavedGames()"
I all have SHA1 certificate correct (I made two linked apps, one
containing the SHA1 from google playstore apk, and one coming from unity
build)
I also ticked enable save games in the google play console. I also have
the service published.

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@Matthew-Prinold , I enabled the app signing. And yes, I already checked the SHA1 for upload and changed it on the api console. Also whenever I remove the enablesavegames, my leaderboards and achievements works fine.

@P-P-JohnSilva

Okay I just wanted to check as I havnt opted in for the app signing yet.
Yeah I have the same situation, when I remove the enablesavegames() from
between builder() and build() in the config everything works;
authentication, leaderboards, and achievements.

On Sun, 3 Feb 2019, 03:29 P-JohnSilva <[email protected] wrote:

@Matthew-Prinold https://github.com/Matthew-Prinold , I enabled the app
signing. And yes, I already checked the SHA1 for upload and changed it on
the api console. Also whenever I remove the enablesavegames, my
leaderboards and achievements works fine.

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I can't find any game with a linked package "com.porkypinegames.letter_fall" in Play Games Console.
May be you have only created auth entry in cloud project and haven't linked it in Play Console?

Hi, I just wanted to pop in to say that I seem to be having the exact same issue.

I have been trying to set up game services in my upcoming app, and I had achievements and leaderboards integrating, working and authenticating on device. However as soon as I added enableSavedGames() to the builder, it stopped authenticating. ( my app is com.finalgamestudio.lineloops.android.googleplay )

I swapped saves games to 'on' on the game services dashboard and published that change a few days ago, but its still not working. I have also tried reinstalling everything on a fresh device in case something had been cached wrong.

To make sure the issue isn't related to certs I am having googlepay manage my signing & am uploading each of my test APKs, waiting for them to process and then downloading them from the playstore onto a test device and clean emulator.

I'm not great at deciphering the android log files, but based on the API and Services dashboard, I think the problem is to do with the drive API, as it is getting 100% errors, all of which are 404 errors on drive.apps.get :

image

Is there anything extra that needs to be set up in relation to the drive API for saved games to work?

I don't think the problem is from the oauth sha1 because if that is not set up right the sign-in, leaderboards, achievements, etc won't work. If the saved games tick is not enabled in the console it gives a specific error.
@olehkuznetsov can you confirm that the enableSavedGames() works in a newly created project? I would appreciate it if we knew that it works for someone. Thanks

Yes, it seems there is a bug with newly created projects. Investigating it.

@Final35, I'm still not sure why I can't find your project by package name. Can you provide this project app_id, please?

@Final35, I'm still not sure why I can't find your project by package name. Can you provide this project app_id, please?

Sorry - that's my fault, I left out the platform identifier I am using ( I release on multiple platorms ). The full package name on googleplay is: 'com.finalgamestudio.lineloops.android.googleplay' . The appID is 434431536870.

I have the exact same problem, and here I thought I was doing something wrong. I will back read everything.

This is my first time supporting savedgame on my games, so I thought maybe I have implemented something wrong with the code. luckily I tried checking here.

the savedgame is On on console.

save

sha credential is also the same, I have double and tripled check this.

my account is added as a tester on the alpha track.

uploaded a project w/ .enablesavedgame() on alpha track, waited for it to be live google play service doesn't work

uploaded the same project w/o .enablesavedgame() on alpha track, waited for it to be live google play services works

uploaded the same project again w/ .enablesavedgame() on alpha track, waited for it to be live google play service still doesn't work

Hi, I have the same problem with only newly created game services. Is this related to Drive Android API depreciation? Apparently Game Save mechanism uses DriveApi v2 and drive.apps.get return 404 for new game services projects. It looks like the bug is inside GoogleSignInClient or its wrong usage. Or maybe some issue in google web services.

https://developers.google.com/drive/android/deprecation

Just here to say I'm getting the same. Thought it was my SHA1 keys because it's a new project and I'd enabled enablesavedgame from the outset, so sign-in never worked.

Once I removed this, the signin and leaderboards/achievements work fine.

The logcat is as follows:

2019-02-07 15:09:33.578 987-2100/? E/Volley: [49511] BasicNetwork.performRequest: Unexpected response code 404 for https://www.googleapis.com/drive/v2beta/apps/self?prettyPrint=false&fields=id

2019-02-07 15:09:33.583 987-1329/? W/NetworkResponseErrorDec: StatusCode:404 Reason:[notFound] Location:[app]

2019-02-07 15:09:33.595 6819-6819/? W/AutoManageHelper: Unresolved error while connecting client. Stopping auto-manage.

2019-02-07 15:09:33.602 6763-6840/? W/arf: UpdateUserActivity: status=OK p-request-id=e2a7ca9c3c5d4b7497f7e1f25a934e52 ms=1472

2019-02-07 15:09:33.606 6763-6763/? W/bgc: Uploaded UAU

2019-02-07 15:09:33.645 4792-4923/? D/ClClient: Not sending keepalive.  Current connection state=STOPPED

2019-02-07 15:09:33.718 3736-3736/? E/TokenFragment: Setting result error status code to: 16

2019-02-07 15:09:33.723 3736-3736/? D/TokenPendingResult:  Calling onResult for callback: ResultCallbackProxy result: Status: Status{statusCode=CANCELED, resolution=null} email: <null> id:<null> access: <null>

Could you please try disable and enable the Drive API via Cloud Platform console, i.e. https://console.cloud.google.com/apis/api/drive.googleapis.com/overview
and let us know if that resolved you issue.
Thanks!

I have tried enabling and disabling the Drive API now (on a fresh install), and there was no change

@smile616 @Final35

I have also tried to no success.

@olehkuznetsov I have even published my game on an internal track with the linked api and still no good. can you still not see my app id or project name.

has anyone had any look getting things working yet or has there been any developments on the bug fix yet?

to add some new info it all happened when I upgraded to the latest release, previous releases worked fine. but as I wanted to include firebase I needed the latest release. That being said I have tried a new project including your examples and they don't work

I have also tried creating a new project and letting the console set up credentials same problem. I tried enabling disabling the drive api / remove and recreate the credentials / added all the scopes I could without the need for verification on the consent screen. No-change.
@Matthew-Prinold Can you recall witch version was working? Also unity version?

@Matthew-Prinold Yes, I was able to find your game in our database.
I don't think it is connected to unity/plugin version. Seems as a console/cloud configuration issue. Currently it looks like as 'drive' can't find your app_id their side.

It seems only recently created cloud projects are affected as we enabled saved games on one of long time ago created projects and it works fine.

Yes. I had one old game services and I switched to it (re linked it with my app) and it started to work - so only newly created game services (projects) have this problem.
Problem occurs on plugin 0.9.50 and 0.9.60.

Even we can confirm the issue is with newly created projects where saved games is enabled. We don't use this plugin but our plugin implementation facing the same issue. This means its not specific to the plugin but with the play services libraries.

Any one filed an issue?

It looks like its a problem inside google play services sdk - maybe its related to this issue
https://issuetracker.google.com/issues/121345407

Has this been resolved yet? I'm seeing the same behavior with my app -- login failed when save games are enabled. Logcat is showing 404 reason: [notFound] location:[app]. Save games off, works fine and logs me in. Also shows 404 for 'https://www.googleapis.com/drive/v2beta/apps/self?prettyPrint=false&fields=id'

Is there a solution or workaround for this? Do I need to install an older play-games-plugin version?

Or is there currently no fix and we can no longer offer up cloud saves to our customers?

We are investigating this issue.
This is not related to play-games-plugin version. Java and C++ PGS SDK are affected as well.

Thanks @olehkuznetsov

I've used the cloud saves in the past and it's a popular feature. I'm hoping there's a quick fix so others aren't wondering what's going on either! Thanks for looking into this!

It looks like its a problem inside google play services sdk - maybe its related to this issue
https://issuetracker.google.com/issues/121345407

This issue doesn't seem to point to the exact problem so, we tried filing an issue in google bug report but they asked us to report to google play support org and closed the issue.

Later we filed over here and there is no response from them yet, even though the issue being severe.

I have the same issue. Tried every solution that mentioned here and still have it. We are gonna publish the app soon and waiting this issue to get resolved. Please update this post.

This is a high priority issue. We are waiting for the fix from a drive team. They already found a reason and are working on a solution.
Sorry, as I have no estimated time for this fix, yet.

"games_lite", API ....?

I have spent much time to figure this, callback error of Authenticate, out myself in stupida way such like, finding out perfect golden combination of play-games-plugin and GoogleMobileads, each every single versions, even I was wonder there is no perfect one.
Want to forget tons of import then removing..past many days..

Because of this issue, I've penta-checked Sha-1, OAuth client ID and such things if there are some misspelled on them.... :(
Not misspelled word, but I could find remarkable difference between further project and recent project which are no 'games_lite' can be chosen at add scop in APIs-OAuth menu.
I would guess plugin is still calling 'games_lite' maybe its direct way, even if you cannot.

Just project releasing stopped cuz of this issue, love to see new patch for it or changed APIs for savedgame enabled issue...
If someone resolved even temporary way pls share your solution, here!!!! T^T

This is a high priority issue. We are waiting for the fix from a drive team. They already found a reason and are working on a solution.
Sorry, as I have no estimated time for this fix, yet.

Can you please share the bug report id to track the issue?

@olehkuznetsov Can you please notify us about the fix. We are waiting this issue get fixed to publish our app and still waiting.

@olehkuznetsov I got a load of information and I'll leave it here just in case::

I struggled for a couple of days to make cloud saves work for a new game I'm working on. Everything was setup perfectly and worked with no issues unless cloud saves were enabled.

So, I gave up on my game today and started following the codelabs tutorial (with the Lollygagger app). I thought since that was an official tutorial it will work, but it didn't. It had the exact same issue. Enable Cloud Saves results in authentication failures. Here are some logs too:

I/GamesNativeSDK(31583): Auth operation started: SIGN IN                                                                       
I/GamesNativeSDK(31583): Connecting to Google Play...                                                                          
I/Unity   (31583): (Lollygagger) Sign-in failed...                                                                             
I/Unity   (31583):                                                                                                             
I/Unity   (31583): (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)                                                      
I/Unity   (31583):                                                                                                             
I/Unity   (31583):  [Play Games Plugin DLL] 02/20/19 19:04:19 +02:00 DEBUG: Invoking user callback on game thread                                    
I/Unity   (31583): (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)                     
I/Unity   (31583):  [Play Games Plugin DLL] 02/20/19 19:04:30 +02:00 DEBUG: Starting Auth Transition. Op: SIGN_IN status: ERRO 
R_TIMEOUT                                                                                                                     
I/Unity   (31583): (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)                                                         
I/Unity   (31583):  [Play Games Plugin DLL] 02/20/19 19:04:30 +02:00 DEBUG: AuthState == Unauthenticated calling auth callback 
s with failure                                                                                                                    
I/Unity   (31583): (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)                                                                         
I/Unity   (31583): Starting Auth with token client.                                                                            
I/Unity   (31583): (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)                     
D/TokenFragment(31583): Fragment exists.. calling processRequests                                                              
D/TokenFragment(31583): Building client for: 41900e88 (a:false e:false i:false wc:  f: false)                                  
D/TokenFragment(31583): signIn                                                                                                 
D/TokenFragment(31583): signInClient.silentSignIn                                                                              
D/TokenFragment(31583): Done with processRequest, result is pending.                                                           
D/TokenFragment(31583): silentSignIn.onFailure                                                                                   
D/OpenGLRenderer(31583): Enabling debug mode 0                                                                                    
V/GamesNativeSDK(31583): Play Games callback indicates connection failure.                                                     
E/GamesNativeSDK(31583): Unexpected response: connection failed.                                                               
E/TokenFragment(31583): Setting result error status code to: 16                                                                
D/TokenPendingResult(31583):  Calling onResult for callback: ResultCallbackProxy result: Status: Status{statusCode=CANCELED, r 
esolution=null} email: <null> id:<null> access: <null>                                                                         
V/GamesNativeSDK(31583): Received Activity Resume Event.                                                                       
D/TokenFragment(31583): onResume called                                                                                                                        
I/Unity   (31583):  [Play Games Plugin DLL] 02/20/19 19:06:02 +02:00 DEBUG: Application is pausing, which disconnects the RTMP 
  client.  Leaving room.                                                                                                    
I/Unity   (31583): (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)                                                                                 
I/Unity   (31583): (Lollygagger) Sign-in failed...                                                                
I/Unity   (31583): (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)                                             
I/Unity   (31583):  [Play Games Plugin DLL] 02/20/19 19:06:02 +02:00 DEBUG: Invoking user callback on game thread                                                                                          
I/Unity   (31583): (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)                                                                                   

Drive API shows a 100% failure rate, all being 4xx errors.

Thanks for looking into this! πŸ˜ƒ

Same for me, using different plugin / sdk libs. Seems like Drive API failure rate is 100% on newer projects.
It's crazy how this went pass by Google QA.

Having the same issue. Removing "EnableSavedGames" in the PlayGamesClientConfiguration building code made sign in work, but I kinda need cloud saving to work to publish the app. Please Google fix this!

I'm having this issue as well.

Same problem here. Just took me all the day to find this post and understand it is not my fault !

@olehkuznetsov Can you please notify me about the fix. I'm waiting for bug fixed.

After days finally i discover its a bug.
Come on guys

Any updates on this issue? ETA?

Thanks!

Go comment on that google issue as it's coming from their side : https://issuetracker.google.com/issues/121345407

Also the priority should be changed as P4 won't be fixed anytime soon...

I think this issue https://issuetracker.google.com/issues/121345407 is a different one.
We have another internal one with P1 priority. I see an active progress on it.

We opened an issue over here (https://issuetracker.google.com/issues/124103727) but they closed saying won’t fix and redirected us to github bug reporting.

So we reported over here (https://github.com/playgameservices/android-basic-samples/issues/289) and no response from any one.

Current ETA is the middle of next week.

Current ETA is the middle of next week.

I hope it's worked soon.

Any update on this?

"ETA is the middle of next week."

So in 2-3 day left, I think so.

Is this sovled?
0.9.62 is released a few days ago.
But I have save issue.

I too have the exact same issue
Hoping to receive the fix soon

They seem to update the status as Won't Fix !!!

https://issuetracker.google.com/issues/121345407

Status: Won't Fix (Intended Behavior)
Please find the below comments from the development team.

"We are going to support the Saved Games in Play Games services, and implement the migration internally inside the Play Games services, so the API will no change for the developers.
Except, possibly, for the SCOPE_APPFOLDER, we are planing to introduce a copy of this constant in Play Games services, maybe with a with a different name, e.g. SCOPE_SAVEDGAMES.
To summarise: no migration required from the developers at the moment."

This https://issuetracker.google.com/issues/121345407 is not related issue to 'sign-in and save games' one.

so when it gonna fix in this week or next ?

I will ping drive team today to check if there are any new updates.

Update us as soon as they reply you and thanks for quick response.

Status: Won't Fix (Intended Behavior)
Please find the below comments from the development team.

"We are going to support the Saved Games in Play Games services, and implement the migration internally inside the Play Games services, so the API will no change for the developers.
Except, possibly, for the SCOPE_APPFOLDER, we are planing to introduce a copy of this constant in Play Games services, maybe with a with a different name, e.g. SCOPE_SAVEDGAMES.
To summarise: no migration required from the developers at the moment."

@Vonak That task is unrelated, check the messages above. They have an internal tracking for this issue.

ya that's what i am saying
i talked with @olehkuznetsov (one of the google official) he said he will ping drive team today and let us know how much more time it will take to be resolved.

@olehkuznetsov Thanks for confirming.

I've just got two news from the Drive team:
1) It seems full fix will not be available this week.
2) With the current fix state they were able to prepare the workaround instruction.

It is asking for permission,it is saying you will get email if your request is approved , can you please help with that .

I've updated the link in previous comment - try again, please.

Thanks i will check it out.

i am stuck in configuration it is saying "At least one extension must be enabled and configured" what should i select and it is also asking for "Add-on extensions" what should i suppose to do with that ? because of that save changes button is inactive. Please help me out.

Just enable 'Universal navigation extension' and put any valid link.

what do you mean by valid link ,can i use my website link or privacy policy link.

Yes, you can use your website link or probably some random one like http://asdfsayewrijsda.com should work too.

To quickly check if your project is fixed you can use the link:
https://developers.google.com/apis-explorer/#search/drive.apps.get/m/drive/v2/drive.apps.get

  1. Put you APP ID to 'appid' field
  2. Press Execute
  3. Authorize if required
  4. Check the Response code - if it is 200 your project is fixed.

@olehkuznetsov Thanks you very much for quick response mate appreciate your help so much.

@olehkuznetsov Thanks for helping with this! πŸ˜ƒ
I have two quick questions:

  1. Any idea when the full fix will be done?
  2. Will this workaround work after the fix or will we need to patch our apps to make them work again after?

@olehkuznetsov Thanks I just tested and workaround works for me on already published project ;)

At last it works. Thank you @olehkuznetsov for the update πŸ‘
image

  1. Any idea when the full fix will be done?

New approximate ETA is 2 weeks.

  1. Will this workaround work after the fix or will we need to patch our apps to make them work again after?

You don't need to do any additional work after fix released.
This workaround creates data drive fails to access. The future fix will remove Drive dependency on this data at all.

"You only need to fill in the required fields, and use placeholder information if you do not plan to publish the listing." How do I know if I need to publish the listing? Do I need to do that to make Google Play Saved Games work again?

I am also having the same problem with EnableSavedGames(). Everything works fine without it.

I am also having the same issue but I am not using unity, I am using Libgdx + gdx-gamesvcs (Game Services Integration Library).....

I can use it, Thanks for workaround guide! @olehkuznetsov

As of today this is still not fixed.

Do the workaround guide @bonedmatt

Link to google drive document does not work. Can a link to the pdf be provided directly? @olehkuznetsov

Is there been a status update on the server side bug fix for this?

image

So 1 week passed, ETA is in 7-8 days later.

by the way you can workaround by his guides.

Is full fix done? ETA is over.

Is this fully fixed yet??

Should be fixed March 19th.

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