Comments (6)
Thanks for reaching out. This isn't an issue that I'm aware of, but I can try to repro it.
Are there any other logs you can share?
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I found that google play is working, but only when I download build file from internal test from google play console. When I hit build and run button from your custom dropdown menu, than google is unable connect. Is possible that apk tool is changing my app signing key certificate? Because when I hit build and rung in unity file menu, that everything works fine
from play-unity-plugins.
Hmm it shouldn't change your signing certificate. It uses the keystore specified in Unity's Player Settings -> Publishing.
However the custom build process does modify the AndroidManifest. Maybe something in your AndroidManifest is getting stripped out?
Could you check the AndroidManifest for both the APK and AAB (built from Google -> Build and Run or Google -> Build Android App Bundle). You can inspect the AndroidManifest by dragging either file into AndroidStudio. You should see metadata fields for com.google.android.gms.games.APP_ID and com.google.android.gms.version (see here).
from play-unity-plugins.
Ok, I found some different, but I don't think, that it is problem. My original build and run apk contains:
<meta-data
android:name="com.google.android.gms.games.unityVersion"
android:value="0.10.09" />
and my abb builded through Google/Build and Run button
<meta-data
android:name="com.google.android.gms.games.unityVersion"
android:value="\u0030.10.09" />`
difference is in "\u003" but I suppose, that this is only some kind of special ascii char
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Yeah I'm not sure if that would cause any issues.
I should have time to reproduce this tomorrow, but in the meantime could you try downgrading the plugin to version 1.1.1 and seeing if Play Games services works? I know that there are apps successfully using these plugins together, so I'm wondering if it's a new issue.
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As far as I can tell, authentication works fine when using either Build & Run command (Unity's or Google's) with proguard disabled. If enable proguard minification, the authentication breaks it for both and throws this error:
2020-08-20 12:31:53.577 31338-31371/com.google.example.unity.minimal E/Unity: AndroidJavaException: java.lang.ClassNotFoundException: com.google.android.gms.games.Games
java.lang.ClassNotFoundException: com.google.android.gms.games.Games
at java.lang.Class.classForName(Native Method)
at java.lang.Class.forName(Class.java:454)
at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
at com.unity3d.player.UnityPlayer.access$300(Unknown Source:0)
at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:83)
at android.os.Handler.dispatchMessage(Handler.java:103)
at android.os.Looper.loop(Looper.java:214)
at com.unity3d.player.UnityPlayer$e.run(Unknown Source:20)
Caused by: java.lang.ClassNotFoundException: Didn't find class "com.google.android.gms.games.Games" on path: DexPathList[[zip file "/data/app/com.google.example.unity.minimal-oe4tSPTTOuktTfA1gHJ8iA==/base.apk"],nativeLibraryDirectories=[/data/app/com.google.example.unity.minimal-oe4tSPTTOuktTfA1gHJ8iA==/lib/arm, /data/app/com.google.example.unity.minimal-oe4tSPTTOuktTfA1gHJ8iA==/base.apk!/lib/armeabi-v7a, /s
That's expected since proguard minifies the "com.google.android.gms.games.Games" class, which prevents the C# JNI code from looking it up by name.
I can fix this by following these ReadMe instrictions. After that, the app connects successfully for both Build & Run methods.
Does your app work when proguard minification is disabled?
Could you share you proguard-user.txt file?
I can't investigate any further without seeing the logs that your app produces when it fails to connect.
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