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Fixed org.godotengine.godot.Godot as Activity. Updated the aar to Godot 3.3. #63
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Hey I tried to use GodotPlayGamesServices.gdap and GodotPlayGamesServices.release.aar in this commit but I am getting this error (I am using 3.3):
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Ah it was because the aar file was not updated, got it to work by doing gradlew build with godot-lib.3.3.stable.release.aar in godot-lib |
@Xioor I've also built and uploaded the aar file here: https://github.com/oneseedfruit/PGSGP/releases/tag/3.1.1 |
i always have this error
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@bubutime Ah you probably need to edit the file in your custom template: |
I am having issues with sign in, could you confirm the format of
and 404 error with web application type
I assume its something im doing wrong |
Thanks, I had done all of that correctly and am still getting 404 errors.
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@Squatnet if it is from a debug export, then it needs to have the same SHA-1 fingerprint (in the debug.keystore) as an OAuth client ID set up in your Google Cloud Platform. If it is from a release export, the same applies that an OAuth client ID with the same SHA-1 fingerprint (matches the SHA-1 fingerprint in the release keystore) is set up. However if you have "App signing" enabled, then you need to use a different SHA-1 fingerprint that Google generates AFTER you've uploaded your release. In your Play Console -> Release -> Setup -> App integrity. Copy the SHA-1 certificate fingerprint and make a new OAuth client ID with that same fingerprint. Then set that to be the OAuth client for your Play Games Services. If your app is not under any kind of testing, "Internal Testing", "Closed Testing", or "Open Testing" with the relevant list of testers assigned to that track, then you need to add the email address associated with the Google account to the "Testers" list: In your Play Console -> Grow -> Play Game Services -> Setup and management -> Testers -> Testers |
@oneseedfruit Thank you for your reply. |
I am using these files in my game on Godot 3.3 stable and it works just fine on my Pixel 3 and my wife's pixel 3, but when I have given it to some other testers they get the screen where the loading screen will spin endlessly when they try to sign into google play. My one friend was not able to sign in on a Moto Z3 play and the other has a Moto G Play I dragged the aar and the gdap file into the plugins directory I modified the config.gradel file to have the minmum API level be 21 The game compiles just fine, Leaderboards work on my Pixel 3, but some phones still have the endless loading issue from issue #57 |
@Tekuzo I think I might only be able to help if I have logs from those devices when it's loading endlessly. It's not occurring for me, so I'm not able to do anything about it. That's assuming all email addresses are added in the testers lists accordingly and the SHA-1 fingerprint in the Android build has a matching OAuth client ID all set up. |
My Game Services are Live in the Google Play Developer Console and I distribute beta and alpha access right through Google Play so these APK files were digitally signed by Google. |
@Tekuzo if you have "App Signing" enabled in your Play Console, then you need to also make sure there is an OAuth client ID with its SHA-1 fingerprint matching the one found in Release -> Setup -> App integrity. And this OAuth client has to be the one used for your Play Games Services, so it needs to be selected in your Play Games Services configuration -> Credentials. |
The SHA-1 fingerprint from Release -> Setup -> App Integrity matches the fingerprint in Play Games Services ->Configuration -> Authorization. |
@Tekuzo Try replacing the aar with this and see if that changes anything. https://drive.google.com/file/d/1Y46lebGdbNbyCES5EgYhMo0YshCg9TFq/view?usp=sharing Otherwise I'll only be able to do something if I have the logs. |
I am now 99% convinced that this was a layer 8 issue on my part. |
I have confirmed that it was a problem with Google's Back End Service. It produces a screen that is identical to the bug in #57 |
@Tekuzo good to know you've figured it out! Don't worry about wasting my time, I don't mind! |
Hello. I have such a problem that when using signIn (), an error code 4 is returned. Everyone writes that this is a problem with SHA-1, but they have already verified that all SHA-1s are specified correctly in Oath2.0. I have already tried all the options. I'm using Godot 3.3. What could be the problem? |
If you are making a brand new app, your project in Google Cloud Service is still in test mode. While it is still in test mode google IDs of the testers need to be added manually. /edit Making the service go live requires submitting a bunch of web forms to google and a 4-6 week wait while they verify your privacy policy and whatnot. |
I added testers manually and use the tester account but still get error
code 4 when trying to signIn (). All SHA-1 keys are correct. What else can
I try to do to fix this?
пн, 24 мая 2021 г. в 04:10, Steven ***@***.***>:
… Hello. I have such a problem that when using signIn (), an error code 4 is
returned. Everyone writes that this is a problem with SHA-1, but they have
already verified that all SHA-1s are specified correctly in Oath2.0. I have
already tried all the options. I'm using Godot 3.3. What could be the
problem?
If you are making a brand new app, your project in Google Cloud Service is
still in test mode. While it is still in test mode google IDs of the
testers need to be added manually.
Making the service go live requires submitting a bunch of web forms to
google and a 4-6 week wait while they verify your privacy policy and
whatnot.
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Are you trying to test on your device with external debug enabled? Try exporting an APK file with debug enabled and check with SHA-1 fingerprint it is signed with. The engine signs my debug apks with a SHA-1 fingerprint that is not in my key store. I am not sure what is going on, but when I did that, I added the SHA-1 fingerprint that it was signing my APK files with, and I was able to get USB debugging working with the plugin. |
Even if I upload the application to internal testing and download from there, it still does not work. Code 4 and that's it. |
@tatarinovvladimir if you are using Godot 3.3, note that there is a bug where Godot would always look for the debug keystore in a default directory or automatically generate it there if it isn't already there and use that file instead of the keystore file you actually specified in the editor or export settings. This might have caused your SHA-1 fingerprints to not match because the export was actually signed with a different keystore file. This bug should be fixed in Godot 3.3.1, so you probably want to use the later version. |
But even if I load my game into the play console for internal testing, and then download it, I still get error code 4. Or is it still because of version 3.3? |
Download the sample project from the 3.3 plugin releases page, because some of the functions from the 3.3 release are different from the functions in the official documentation. |
I will try to use 3.3.1 by @oneseedfruit advice and tell about result. |
WARNING! A lot of text and pictures! Okay, I already seem to have done everything, but it does not work. Here is a photo report of my actions.
@oneseedfruit @Tekuzo |
What does it say under "Publishing Status" inside of Google Cloud Platform -> API's & Services -> OAuth Consent Screen? If your Publishing Status is "testing" is your own gmail account listed as one of the registered testers? |
Right now its "Verification in progress", i try to veriificate it, but when it was in "Testing" it doesnt work to, but I added my account to testers. |
Was your account added before? |
Sure |
@oneseedfruit @Xioor @Squatnet @Tekuzo |
https://github.com/gamergamesz/Himaghnam/tree/master/Plugins-Build/Godot-3.3.2/GPGS |
I did everything according to doc and it worked for me, tested on old project and is working fine ( I am from GameDevArts {YTD} ) |
@tatarinovvladimir your OAuth consent screen is all filled up correctly right? |
Yes. There are also more screenshots in my comment up here. There I indicated that all keys match the keys in .apk and in the Play Console |
@tatarinovvladimir How about this? Is your email address in this "Testers" list? |
Yes |
Have you confirmed the SHA-1 fingerprint on the APK using Keytool because the bug referenced by oneseedfruit was affecting me. |
I will solve my problem. It turns out that the matter was that the very first Google Cloud project, which was created during the creation of Google Play Services, I deleted. Then I created a new one and set up a new one already correctly, but in no case should this be done, because the very first created project on Google Cloud is linked to your game. If you delete the very first project and create a new one, even with the correct setup, this will not work. It's not obvious, but it is. The application does not link to a new project. |
Hi, with this update it works now exporting from Godot 3.3.2.! I am using initWithSavedGames(). After that, I run the signIn() function in Godot by pressing a button.
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What are the parameters you are using with initWithSavedGames() |
I am using it as follows: |
Ya the official documentation doesn't work with the version of the plugin that works on 3.3.x Try with this Service.initWithSavedGames(true, 'Save_Data_Name', false, false, ""); |
Thanks! It now does not crash anymore.
Everything worked before when exported from Godot 3.2.3. |
Add yourself to testers
вс, 27 июн. 2021 г., 16:01 GForceProductions ***@***.***>:
… Thanks! It now does not crash anymore.
However I would like to ask one more thing.
When trying to sign in, I get error code 12501.
And in logcat the following:
2021-06-27 14:53:05.697 1889-2736/? E/ActivityTrigger: activityResumeTrigger: not whiteListedcom.gforceproductions.bounzyx/com.godot.game.GodotApp/64
Everything worked before when exported from Godot 3.2.3.
Is there anything else that changed that I missed?
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Hmm, in Google Cloud Platform the project is already published though, so it should be accessible to anyone. EDIT: EDIT 2: |
Ok it is solved. This is really stupid from me. |
See: godotengine/godot#47198
Also fixes #58