Unity problems with Play Game - unity3d

I am having problems connecting to Play Games from Unity.
I keep on getting these messages in logcat:
Play Games callback indicates connection failure.
UI interaction required to connect to Google Play.
I have seen other places where they recommend checking the SHA-1 key set to see if it is set to the upload key.
I have double and triple checked and it is definitely right.
I also tried defining both of the keys to be sure but to no avail.
Edit:
I checked the SHA-1 key that appears for the linked application within the Games console. There it appears with the signing of and not the upload one.

First make sure that you've followed the setup here, Setting Up Google Play Games Services. It's involves quite a number of steps so bear with it.
Then follow the thread in this github forum:
on Game Services Turn on Saved Games
always make build with your keystore and password
add your mobile email id in game service's tester section

After much hard work and searching I discovered the problem and am posting it here for others who may encounter it.
Simply said, if you intend to use Google Games Play in you Unity app DON'T use Google signing. ONLY sign with your own signing key.
Otherwise, it simply won't work.
In the end I just discarded the entry in the market (you can't opt-out Google signing once you have opted in) and made a new one.
Worked first time.

Related

Why was my game, which doesn't collect any data, doesn't have ads, just a very simple game rejected due to security reasons?

[[[Here are some screenshots](https://i.stack.imgur.com/ogjjR.png)](https://i.stack.imgur.com/M9yll.png)](https://i.stack.imgur.com/I9MkE.png)
I tried going to Google play console ---> app consent---> Data types. But I didn't know what to change
I selected "No" for "Does your app collect any of the required data types?"
A stack overflow posts says that I should change this to "yes" but when I did I didn't know what to select. My app doesn't collect any information it doesn't have ads and is completely offline, it's a game.
Sometimes Unity bundles Unit Ads by default in your project event though you don't use it. I'm not sure if that's the case with your game, but you can look into Package Manager and see if you have Unity Ads installed and uninstall it (This happened to me). Also check if Unity Analytics is there and remove it if you don't use it.
After doing this, the rest of the work should be actually completing the data form accurately. Just tick the boxes that match what you think your game is doing data-wise.

Unity play games services cloud save internal error

I have used the same code given by https://github.com/playgameservices/play-games-plugin-for-unity to add the cloud save game functionality, enable save games have been called at the beginning of the code and save games are enabled from the google play console as well. The leaderboards and achievements are working fine.
The OnSaveGameOpened function gets an internal error as SavedGameRequestStatus status.
I am not able to find the cause of this (internal error being received as the status), can anyone help me out please? How can I solve this.
P.S. Serialized data (in the form of bytes[]) was fed into the SaveGame function, serialized using the binary formatter.
Edit:
I was able to debug this further, I get an error on the activation of save games in the play console. I have activated the save games feature and published it (this was done a few days ago). I have also confirmed that the Drive API, Play Games Services API and Play Games Management API are enabled under the API console project. I get following error,
Cannot use snapshots without enabling the 'Saved Game' feature in Play console
log from running on an android mobile.
The answer to this question
Google Play Games :: Cannot Use Snapshots Exception
states that it will activate within 24hrs, but it is not active even after multiple days.
There are several causes of an internal error; there should be other logs indicating the root cause. You might want to take a look into the source code to know what logs to expect.
If you're testing in an emulator, make sure your play services and play games are up-to-date.
Reference:
https://github.com/playgameservices/play-games-plugin-for-unity/blob/master/source/PluginDev/Assets/GooglePlayGames/Platforms/Android/AndroidSavedGameClient.cs
The problem was solved. It was not a problem from my end, it took well over 24 hours for the saved game services to activate. The problem solved itself once the saved games were enabled by google (there was no notification that the saved games were enabled, instead the app started working properly).

Remove app from google play store because of ( Violation of Metadata policy )

I have a serious problem . google play today was removed my Unity3d game from store and sent an email to me with this titled issue :
Issue: Violation of Metadata policy
and In message text they said :
The flagged content in your store listing relates to graphic violence
prominently depicted in app icons, promotional images, text, or
videos. Your store listing can be seen by all users (signed-in or not)
and needs to be appropriate for all audiences.
but I do not any of this !!!
I don't know what does it means ?!!
I just simply build my game and publish it in google play , but after few day they removed my app with this reason.
Also my game is free.
I searched all over the internet to find similar issue with another people, but I do not find any thing.
does any one know how can I solve this problem ?!
If you are sure that your game description is not violating Google policies just write to them. You can contact them using live chat directly in the Play Developer Console. After explaining the problem, they will probably redirect you to "more technical" team and you will get an answer by e-mail. (Usually 1-3 days)

Accessing Video Content ONLY through an iOS App - How would I do that

I've got a client that wants to have a paid app providing his video instructional content on iOS, but of course we dont want people simply getting the video content directly without paying for the app.
Is there some simple way of doing this that I'm overlooking? He wants the content streamed so he can add content easily and periodically without app updates.
Perhaps using Youtube but having the videos password protected? Is there a service anyone has used with an appropriate iOS API that anyone has heard of?
I've never done this before, but you could do some kind of token exchange based on the device ID. When the app is first used, register the device ID with the content server, and use that in combination with a salted hash of some kind to identify the device when requesting the media from the server.
I'm considering two options right now.
1- Following this post (roughly) In iOS, how would you programmatically pass a username / password to a secure site and essentially doing a combination of .htaccess for password protection, leveraging robots.txt to prevent search engines from indexing the videos, and obfuscating the video names. I've got to research the password protection of the video directory and how exactly to do that... but it seems the simplest. The downside is the clear text password.
2- A slightly more sophisticated method where I use oAuth to authenticate against but really following the first path, and potentially leveraging http://maniacdev.com/2010/09/new-open-source-oauth-library-for-easy-authentication-on-ios-devices-from-google/ to help in writing the oAuth piece.
a third possibly prohibitively expensive option is to look at the HTTP live streaming in OSX server https://developer.apple.com/streaming/
How do you guys think these options sound? Are there others I'm not considering?

are there any special requirements submitting iphone app which only works in combination with a connected external device

knowing that the review process for apps seems to be rather rigid to some extend I would like to ask if there are any special requrements for an app that is targeted to work with certain Midi interfaces only. The particular reason I ask is that this app can not really be tested when not connected to such an interface. Thanks
There is no specific rule regarding this.
App Store Review Guidelines
To be on the safe side, describe this when submitting the app, there is a text field to add a message to the reviewers.
In the meanwhile I submitted my app and it got rejected in the first phase because I did not include a demo video. So after I created one and put it on YouTube, provided Apple with the link, everything went well.
So as a definite advice not to loose time until Apple comes back after a week or two to just tell you to provide a video - include it right from the beginning....