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Google Play Games plugin for Unity

Copyright (c) 2014 Google Inc. All rights reserved.

The Google Play Games plugin for Unity® is an open-source project whose goal is to provide a plugin that allows game developers to integrate with the Google Play Games API from a game written in Unity®. However, this project is not in any way endorsed or supervised by Unity Technologies.

Unity® is a trademark of Unity Technologies.

iOS is a trademark of Apple, Inc.

Overview

The Google Play Games plugin for Unity allows you to access the Google Play Games API through Unity's social interface. The plugin provides support for the following features of the Google Play Games API:

All features except the nearby connections are available on Android and iOS. The Nearby connections feature is currently only available on Android.

Features:

  • easy GUI-oriented project setup (integrated into the Unity GUI)
  • cross-platform support (Android and iOS) with no need for platform glue code.
  • (Android) no need to override/customize the player Activity
  • (Android) no need to override/customize AndroidManifest.xml
  • (iOS) integrates into XCode build using Cocoapods to manage the framework dependencies.

System requirements:

  • Unity® 4.5 or above
  • To deploy on Android:
    • Android SDK
    • Android v4.0 or higher
    • Google Play Services library, version 7.0 or above
  • To deploy on iOS:

Upgrading

If you have already integrated your project with a previous version of the plugin and wish to upgrade to a new version, please refer to the upgrade instructions.

Configure Your Game

To use the plugin, you must first configure your game in the Google Play Developer Console. Follow the instructions on creating a client ID for Android and/or iOS (depending on what platforms you intend to deploy or game on). Be particularly careful when entering your package name and your certificate fingerprints, since mistakes on those screens can be difficult to recover from.

If you intend to use real-time or turn-based multiplayer in your game, remember to activate those features in the Google Play Developer Console when creating your application instances.

Please note the following pieces of information when creating your client IDs, as they will be necessary later:

Android

  • Your package name (e.g. "com.example.awesomegame")
  • Your application ID (e.g. 123456789012)

iOS

  • Your bundle identifier (e.g. "com.example.AwesomeGame")
  • Your client ID (e.g. "46798138751-afwa4iejsfjskj.apps.googleusercontent.com")

[*] The application ID is the number that Google Play Developer Console assigns to your project. Please note that is not the same as your Apple application ID.

Note: Do not forget to add your test accounts (the accounts with which you will try signing in) to the Testing section of the Developer Console, otherwise you will not be able to sign in to your game.

Add Achievements and Leaderboards

Add achievements and leaderboards to your game in the Google Play Developer Console. For each achievement and leaderboard you configure, make sure to note the corresponding achievement ID or leaderboard ID, as those will be needed when making the API calls. Achievement and leaderboard IDs are alphanumeric strings (e.g. "Cgkx9eiuwi8_AQ").

Add Events and Quests

Events and Quests are a way to introduce new challenges for players to complete and incentivizing them with some in-game reward or benefit if they succeed. Read more about how to configure and use Events and Quests on Game Concepts - Events and Quests

Load Your Game Project

Next, load your game project into the Unity editor.

If you do not have a game project to work with, you can use the Minimal sample available in the samples directory. Using that sample will allow you to quickly test your setup and make sure you can access the API.

If you want to test a larger sample after you are familiar with the plugin, try the CubicPilot game. More information about building the samples can be found in the samples README file.

Plugin Installation

To download the plugin, clone this Git repository into your file system (or download it as a ZIP file and unpack it). Then, look for the unitypackage file in the current-build directory:

current-build/GooglePlayGamesPluginForUnity-X.YY.ZZ.unitypackage

To install the plugin, simply open your game project in Unity and import that file into your project's assets, as you would any other Unity package. This is accomplished through the Assets | Import Package | Custom Package menu item (you can also reach this menu it by right-clicking the Assets folder). After importing, you should see that a new menu item was added to the Window menu: "Google Play Games". If you don't see the new menu items, refresh the assets by clicking Assets | Refresh and try again.

Android Setup

To configure your Unity game to run with Google Play Games on Android, first open the Android SDK manager and verify that you have downloaded the Google Play Services package. The Android SDK manager is usually available in your SDK installation directory, under the "tools" subdirectory, and is called android (or android.exe on Windows). The Google Play Services package is available under the Extras folder. If it is not installed or is out of date, install or update it before proceeding.

Next, set up the path to your Android SDK installation in Unity. This is located in the preferences menu, under the External Tools section.

Next, configure your game's package name. To do this, click File | Build Settings, select the Android platform and click Player Settings to show Unity's Player Settings window. In that window, look for the Bundle Identifier setting under Other Settings. Enter your package name there (for example com.example.my.awesome.game).

Next, click the Window |Google Play Games|Setup - Android setup menu item. This will display the Android setup screen, where you must input your Application ID (e.g. 12345678012).

After filling in the application ID, click the Setup button.

Important: The application ID and package name settings must match exactly the values you used when setting up your project on the Developer Console.

Note: If you are using a web application or backend server with your game, you can link the web application to the game to enable gettting the player's access token and/or email address. To do this, link a web application to the game in the play console, and enter the client id for the web application into the setup dialog.

Additional instructions on building for Android on Windows

If you are using Windows, you must make sure that your Java SDK installation can be accessed by Unity. To do this:

  1. Set the JAVA_HOME environment variable to your Java SDK installation path (for example, C:\Program Files\Java\jdk1.7.0_45).
  2. Add the Java SDK's bin folder to your PATH environment variable (for example, C:\Program Files\Java\jdk1.7.0_45\bin)
  3. Reboot.

How to edit environment variables: In Windows 2000/XP/Vista/7, right-click My Computer, then Properties, then go to Advanced System Properties (or System Properties and then click the Advanced tab), then click Environment Variables. On Windows 8, press Windows Key + W and search for environment variables For more information, consult the documentation for your version of Windows.

iOS Setup

Install Cocoapods

Once Cocoapods is installed, the plugin will add a Podfile to the xcode project to manage the framework dependencies.

Since Cocoapods uses workspaces to manage the project and the dependent pods, you need to open Unity-iPhone.xcworkspace to build the project.

Note: If you are using a version of Unity less than 5.0, you may encounter a linker error when building the Xcode application. If you see the error: ld: library not found for -lPods-Unity-iPhone Then open the project tree, expand Frameworks, and delete libPods-Unity-iPhone.a and rebuild.

Next, open the iOS build settings dialog. To do so, click File | Build Settings, select the iOS platform, and click Player Settings. Find the Bundle Identifier setting and enter your bundle identifier there.

Next, click the **Window | Google Play Games | Setup - iOS **setup menu item. This will display the iOS setup screen, where you must input:

  • Your client ID (e.g. "46798138751-afwa4iejsfjskj.apps.googleusercontent.com")
  • Your bundle identifier (e.g. "com.example.AwesomeGame")

All of these settings must match exactly the values you used when setting up your client ID on the Developer Console previously.

When ready, click the Setup button to finish the configuration process.

Important: If you ever change your bundle ID, you must perform the iOS setup again in order to update the necessary files where this information gets replicated.

Note: If you are using a web application or backend server with your game, you can link the web application to the game to enable gettting the player's access token and/or email address. To do this, link a web application to the game in the play console, and enter the client id for the web application into the setup dialog.

Run the Project

If you are working with the Minimal sample, you should be able to build and run the project at this point. You will see a screen with an Authenticate button, and you should be able to sign in when you click it.

To build and run on Android, click File | Build Settings, select the Android platform, then Switch to Platform, then Build and Run.

To build and run on iOS, click File | Build Settings, select the iOS platform, then Switch to Platform, then Build. This will export an XCode project and will display additional instructions on completing the build.

The remainder of this guide assumes you are now attempting to write your own code to integrate Play Games services into your game.

ISocialPlatform Compliance

The Google Play Games plugin implements a subset of Unity's social interface, for compatibility with games that already use that interface when integrating with other platforms. However, some features are unique to Play Games and are offered as extensions to the standard social interface provided by Unity.

The standard API calls can be accessed through the Social.Active object, which is a reference to an ISocialPlatform interface. The non-standard Google Play Games extensions can be accessed by casting the Social.Active object to the PlayGamesPlatform class, where the additional methods are available.

Nearby Connections Configuration

In order to use nearby connections, a service id which uniquely identifies the set of applications that can interact needs to be configured. This is done by clicking the Window | Google Play Games | Nearby Connections setup... menu item. This will display the nearby conections setup screen. On this screen enter the service ID you want to use. It should be something that identifies your application, and follows the same rules as the bundle id (for example: com.example.myawesomegame.nearby). Once you enter the id, press Setup.

To use nearby connections, the player does not need to be authenticated, and no play console configuration is needed.

For detailed information on nearby connection usage, please refer to nearby connections.

Configuration & Initialization Play Game Services

In order to save game progress or handle multiplayer invitations and turn notifications, the default configuration needs to be replaced with a custom configuration. To do this use the PlayGamesClientConfiguration. If your game does not use these features, then there is no need to initialize the platform configuration. Once the instance is initialized, make it your default social platform by calling PlayGamesPlatform.Activate:

    using GooglePlayGames;
    using GooglePlayGames.BasicApi;
    using UnityEngine.SocialPlatforms;

    PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
        // enables saving game progress.
        .EnableSavedGames()
        // registers a callback to handle game invitations received while the game is not running.
        .WithInvitationDelegate(<callback method>)
        // registers a callback for turn based match notifications received while the
        // game is not running.
        .WithMatchDelegate(<callback method>)
        .Build();

    PlayGamesPlatform.InitializeInstance(config);
    // recommended for debugging:
    PlayGamesPlatform.DebugLogEnabled = true;
    // Activate the Google Play Games platform
    PlayGamesPlatform.Activate();

After activated, you can access the Play Games platform through Social.Active. You should only call PlayGamesPlatform.Activate once in your application. Making this call will not display anything on the screen and will not interact with the user in any way.

Sign in

To sign in, call Social.localUser.Authenticate, which is part of the standard Unity social platform interface.

    using GooglePlayGames;
    using UnityEngine.SocialPlatforms;
    ...
    // authenticate user:
    Social.localUser.Authenticate((bool success) => {
        // handle success or failure
    });

Authentication will show the required consent dialogs. If the user has already signed into the game in the past, this process will be silent and the user will not have to interact with any dialogs.

Note that you cannot make any games API calls (unlock achievements, post scores, etc) until you get a successful return value from Authenticate, so it is good practice to put up a standby screen until the callback is called, to make sure the user can't start playing the game until the authentication process completes.

Revealing/Unlocking an Achievement

To unlock an achievement, use the Social.ReportProgress method with a progress value of 100.0f:

    using GooglePlayGames;
    using UnityEngine.SocialPlatforms;
    ...
    // unlock achievement (achievement ID "Cfjewijawiu_QA")
    Social.ReportProgress("Cfjewijawiu_QA", 100.0f, (bool success) => {
      // handle success or failure
    });

Notice that according to the expected behavior of Social.ReportProgress, a progress of 0.0f means revealing the achievement and a progress of 100.0f means unlocking the achievement. Therefore, to reveal an achievement (that was previously hidden) without unlocking it, simply call Social.ReportProgress with a progress of 0.0f.

Incrementing an Achievement

If your achievement is incremental, the Play Games implementation of Social.ReportProgress will try to behave as closely as possible to the expected behavior according to Unity's social API, but may not be exact. For this reason, we recommend that you do not use Social.ReportProgress for incremental achievements. Instead, use the PlayGamesPlatform.IncrementAchievement method, which is a Play Games extension.

    using GooglePlayGames;
    using UnityEngine.SocialPlatforms;
    ...
    // increment achievement (achievement ID "Cfjewijawiu_QA") by 5 steps
    PlayGamesPlatform.Instance.IncrementAchievement(
        "Cfjewijawiu_QA", 5, (bool success) => {
            // handle success or failure
    });

Posting a Score to a Leaderboard

To post a score to a leaderboard, call Social.ReportScore.

    using GooglePlayGames;
    using UnityEngine.SocialPlatforms;
    ...
    // post score 12345 to leaderboard ID "Cfji293fjsie_QA")
    Social.ReportScore(12345, "Cfji293fjsie_QA", (bool success) => {
        // handle success or failure
    });

Note that the platform and the server will automatically discard scores that are lower than the player's existing high score, so you can submit scores freely without any checks to test whether or not the score is greater than the player's existing score.

Showing the Achievements UI

To show the built-in UI for all achievements, call Social.ShowAchievementsUI.

    using GooglePlayGames;
    using UnityEngine.SocialPlatforms;
    ...
    // show achievements UI
    Social.ShowAchievementsUI();

This will show a standard UI appropriate for the look and feel of the platform (Android or iOS).

Showing the Leaderboard UI

To show the built-in UI for all leaderboards, call Social.ShowLeaderboardUI.

    using GooglePlayGames;
    using UnityEngine.SocialPlatforms;
    ...
    // show leaderboard UI
    Social.ShowLeaderboardUI();

If you wish to show a particular leaderboard instead of all leaderboards, you can pass a leaderboard ID to the method. This, however, is a Play Games extension, so the Social.Active object needs to be cast to a PlayGamesPlatform object first:

    using GooglePlayGames;
    using UnityEngine.SocialPlatforms;
    ...
    // show leaderboard UI
    PlayGamesPlatform.Instance.ShowLeaderboardUI("Cfji293fjsie_QA");

Recording Events

Incrementing an event is very simple, just call the following method:

    using GooglePlayGames;
    ...
    // Increments the event with Id "YOUR_EVENT_ID" by 1
    PlayGamesPlatform.Instance.Events.IncrementEvent("YOUR_EVENT_ID", 1);

This call is "fire and forget", it will handle batching and execution for you in the background.

Viewing/Accepting/Completing Quests

In order to accept a quest, view quests in progress, or claim the reward for completing a quest your app must present the quests UI. To bring up the UI, call the following method:

    using GooglePlayGames;
    ...
    PlayGamesPlatform.Instance.Quests.ShowAllQuestsUI(
        (QuestUiResult result, IQuest quest, IQuestMilestone milestone) => {
        // ...
    });

After the user dismisses the quests UI or takes some action within the UI, your application will receive a callback. If the user has tried to accept a quest or claim a quest milestone reward, you should take the appropriate action. The code below demonstrates one way to handle user actions:

    public void ViewQuests()
    {
        PlayGamesPlatform.Instance.Quests.ShowAllQuestsUI(
            (QuestUiResult result, IQuest quest, IQuestMilestone milestone) => {
            if (result == QuestUiResult.UserRequestsQuestAcceptance)
            {
                AcceptQuest(quest);
            }

            if (result == QuestUiResult.UserRequestsMilestoneClaiming)
            {
                ClaimMilestone(milestone);
            }
        });
    }

    private void AcceptQuest(IQuest toAccept)
    {
        PlayGamesPlatform.Instance.Quests.Accept(toAccept,
                                                  (QuestAcceptStatus status, IQuest quest) => {
            if (status == QuestAcceptStatus.Success)
            {
                // ...
            }
        });
    }

    private void ClaimMilestone(IQuestMilestone toClaim)
    {
        PlayGamesPlatform.Instance.Quests.ClaimMilestone(toClaim,
                                                          (QuestClaimMilestoneStatus status, IQuest quest, IQuestMilestone milestone) => {
            if (status == QuestClaimMilestoneStatus.Success)
            {
                // ...
            }
        });
    }

Saving Game State to the Cloud

For details on saved games concepts and APIs please refer to the documentation.

To enable support for saved games, the plugin must be initialized with saved games enabled by calling PlayGamesPlatform.InitializeInstance:

    PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
        // enables saving game progress.
        .EnableSavedGames()
        .Build();
    PlayGamesPlatform.InitializeInstance(config);

Displaying saved games UI

The standard UI for selecting or creating a saved game entry is displayed by calling:

    void ShowSelectUI() {
        int maxNumToDisplay = 5;
        bool allowCreateNew = false;
        bool allowDelete = true;

        ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
        savedGameClient.ShowSelectSavedGameUI("Select saved game",
            maxNumToDisplay,
            allowCreateNew,
            allowDelete,
            OnSavedGameSelected);
    }


    public void OnSavedGameSelected (SelectUIStatus status, ISavedGameMetadata game) {
        if (status == SelectUIStatus.SavedGameSelected) {
            // handle selected game save
        } else {
            // handle cancel or error
        }
    }

Opening a saved game

In order to read or write data to a saved game, the saved game needs to be opened. Since the saved game state is cached locally on the device and saved to the cloud, it is possible to encounter conflicts in the state of the saved data. A conflict happens when a device attempts to save state to the cloud but the data currently on the cloud was written by a different device. These conflicts need to be resolved when opening the saved game data. There are 2 open methods that handle conflict resolution, the first OpenWithAutomaticConflictResolution accepts a standard resolution strategy type and automatically resolves the conflicts. The other method, OpenWithManualConflictResolution accepts a callback method to allow the manual resolution of the conflict.

See GooglePlayGames/BasicApi/SavedGame/ISavedGameClient.cs for more details on these methods.

    void OpenSavedGame(string filename) {
        ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
        savedGameClient.OpenWithAutomaticConflictResolution(filename, DataSource.ReadCacheOrNetwork,
            ConflictResolutionStrategy.UseLongestPlaytime, OnSavedGameOpened);
    }

    public void OnSavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game) {
        if (status == SavedGameRequestStatus.Success) {
            // handle reading or writing of saved game.
        } else {
            // handle error
        }
    }

Writing a saved game

Once the saved game file is opened, it can be written to save the the game state. This is done by calling CommitUpdate. There are four parameters to CommitUpdate:

  1. the saved game metadata passed to the callback passed to one of the Open calls.
  2. the updates to make to the metadata.
  3. the actual byte array of data
  4. a callback to call when the commit is complete.
    void SaveGame (ISavedGameMetadata game, byte[] savedData, TimeSpan totalPlaytime) {
        ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;

        SavedGameMetadataUpdate.Builder builder = new SavedGameMetadataUpdate.Builder();
        builder = builder
            .WithUpdatedPlayedTime(totalPlaytime)
            .WithUpdatedDescription("Saved game at " + DateTime.Now());
        if (savedImage != null) {
            // This assumes that savedImage is an instance of Texture2D
            // and that you have already called a function equivalent to
            // getScreenshot() to set savedImage
            // NOTE: see sample definition of getScreenshot() method below
            byte[] pngData = savedImage.EncodeToPNG();
            builder = builder.WithUpdatedPngCoverImage(pngData);
        }
        SavedGameMetadataUpdate updatedMetadata = builder.Build();
        savedGameClient.CommitUpdate(game, updatedMetadata, savedData, OnSavedGameWritten);
    }

    public void OnSavedGameWritten (SavedGameRequestStatus status, ISavedGameMetadata game) {
        if (status == SavedGameRequestStatus.Success) {
            // handle reading or writing of saved game.
        } else {
            // handle error
        }
    }

    public Texture2D getScreenshot() {
        // Create a 2D texture that is 1024x700 pixels from which the PNG will be
        // extracted
        Texture2D screenShot = new Texture2D(1024, 700);

        // Takes the screenshot from top left hand corner of screen and maps to top
        // left hand corner of screenShot texture
        screenShot.ReadPixels(
            new Rect(0, 0, Screen.width, (Screen.width/1024)*700), 0, 0);
        return screenShot;
    }

Reading a saved game

Once the saved game file is opened, it can be read to load the game state. This is done by calling ReadBinaryData.

    void LoadGameData (ISavedGameMetadata game) {
        ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
        savedGameClient.ReadBinaryData(game, OnSavedGameDataRead);
    }

    public void OnSavedGameDataRead (SavedGameRequestStatus status, byte[] data) {
        if (status == SavedGameRequestStatus.Success) {
            // handle processing the byte array data
        } else {
            // handle error
        }
    }

Loading Legacy 'Cloud Save service' Game State from the Cloud (only on Android)

NOTICE: Cloud Save service has been deprecated and existing games should migrate saved data to Saved Games as soon as possible.

To enable support for the legacy Cloud saved service, the plugin must be initialized with saved games enabled by calling PlayGamesPlatform.InitializeInstance:

    PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
        // enables legacy cloud save
        .EnableDeprecatedCloudSave()
        .EnableSavedGames()
        .Build();
    PlayGamesPlatform.InitializeInstance(config);

To load game state from the cloud, use the PlayGamesPlatform.LoadState method. Once the data is loaded, you should consider migrating it to Saved Game data.

    using GooglePlayGames;
    using UnityEngine.SocialPlatforms;
    using GooglePlayGames.BasicApi;
    public class MyClass : OnStateLoadedListener {
        void LoadState() {
            int slot = 0; // slot number to use
            PlayGamesPlatform.Instance.LoadState(slot, this);
        }
        public void OnStateLoaded(bool success, int slot, byte[] data) {
            if (success) {
                // do something with data[] and save it using SavedGame API.
            } else {
                // handle failure
            }
        }
        ....

Migrating from Cloud Save to Saved Games

If your game has existing saved data using Cloud Saved app state, you should consider migrating to SavedGames API. One possible approach for migrating is:

  1. Call FetchAllSavedGames to get the list of all Saved Games.
  2. For each Cloud saved slot your game may have, check for a saved game with a filename of something like "migratedSlot_x" where x is the slot number.
  3. if the file exists, then you can consider the saved data has been migrated. Call one of the open APIs, such as OpenWithAutomaticConflictResolution to read the saved game data.
  4. if the file does not exist, then load the state data by calling LoadState, and then save it a filename called "migratedSlot_x".

Resolving State Conflicts

A conflict happens when a device attempts to save state to the cloud but the data currently on the cloud was written by a different device. When this condition occurs, the OnStateConflict method of your OnStateLoadedListener will be called, and you choose between (or merge) the two states and return a new byte array representing the resolved state:

    using GooglePlayGames;
    using UnityEngine.SocialPlatforms;
    using GooglePlayGames.BasicApi;
    public class MyClass : OnStateLoadedListener {
        public byte[] OnStateConflict(int slot, byte[] local, byte[] server) {
            // resolve conflict and return a byte[] representing the
            // resolved state.
        }
    }

Multiplayer

If you wish to integrate turn-based multiplayer in your game, refer to the Getting Started with Turn-Based Multiplayer.

If you wish to integrate real-time multiplayer in your game, refer to the Getting Started with Real-Time Multiplayer.

Sign out

To sign the user out, use the PlayGamesPlatform.SignOut method.

    using GooglePlayGames;
    using UnityEngine.SocialPlatforms;

    // sign out
    PlayGamesPlatform.Instance.SignOut();

After signing out, no further API calls can be made until the user authenticates again.

Building for Android

To build your game for Android, do as you would normally do in Unity. Select File | Build Settings, then select the Android platform and build. If you are signing your APK file, please make sure that you are signing it with the correct certificate, that is, the one that corresponds to the SHA1 certificate fingerprint you entered in the Developer Console during the setup.

Building for iOS

To build your game for iOS, do as you would normally do in Unity. Select File | Build Settings, then select the iOS platform. Click Player Settings and make sure that the target iOS platform is 7.0 or above.

Then, click Build and select an output directory to save the XCode project. Do not use the Build and Run option, since there are some manual steps you must take in the XCode project before your project can run.

After building the XCode project, the Play Games postprocessor will run to configure the Info.plist settings on your project. You will see a log of the operation, which if successful, will give you additional instructions to finish configuring your XCode project.

The final step that is run is adding the Podfile to the project and running pod install. This creates a pod project containing the dependencies, and also a workspace configuration called Unity-iPhone.xcworkspace.

To open and build the project open a terminal window in the project directory, and type open Unity-iPhone.xcworkspace. Alternatively, you can double click the file in Finder.

Excluding all Google Play Game Services when building for iOS

This plugin can be disabled for building on iOS. What this means is that the libraries and references originating in the GooglePlayGames namespace are excluded from the build. It does not affect code that has been written by you, such as calls to the GPGS API.

To disable the Google Play Game Services in the iOS build, open the iOS player settings. Then in the "Other Settings" panel, find the entry named "Scripting Define Symbol" and add a symbol named: NO_GPGS (case sensitive).

Common Build Errors on iOS

"The current deployment target does not support automated _weak references". Make sure your target iOS platform is 7.0 or above. If the target platform is below 7.0, this error will occur during build.

"Dsymutil error". Depending on your version of XCode, you may need to disable dSYM file generation. To do this, go to Build Settings | Build Options | Debug Information Format | Debug. Select DWARF instead of DWARF with dSYM.

URL errors while signing in. This is often a sign that either the client ID or the Bundle Identifier is not correctly set up, or that your Info.plist file got corrupted. Check that your client ID and Bundle ID are correctly configured in the project and that they correspond to the data in the Developer Console.

Building for iOS to run on the simulator

To run your game in the simulator as opposed to a real device, you must export it from Unity with the "Simulator SDK" instead of the "Device SDK". To do this, open your game project in Unity, select File | Build Settings, select iOS, then click on Player Settings. Scroll down to find the "SDK Version" option, and change it to "Simulator SDK".

Then, export your project and perform the post-export steps as described above.

Next, you must manually enable some API entry points that are used by the plugin, but which are by default disabled in the Unity runtime code. To do this, open the Libraries/RegisterMonoModule.cpp file in your exported project.

You will notice there are two sections near the top of the file that
are delimited by #if !(TARGET_IPHONE_SIMULATOR) and** #endif**.

    extern "C" {
        ....
        #if !(TARGET_IPHONE_SIMULATOR)
            ...declarations... (zone A)
        #endif
    }

    void RegisterMonoModules()
    {
        ...
        #if !(TARGET_IPHONE_SIMULATOR)
            ...function calls... (zone B)
        #endif
    }

To enable the simulator to make the necessary C function calls, you need to:
  1. Find the line that declares the mono_dl_register_symbol() function in Zone A.
  2. Move it to the outside of Zone A, right after the #endif (but still inside the extern "C" block)
  3. Find ALL the calls to mono_dl_register_symbol() in Zone B.
  4. Move them ALL outside Zone B, after the #endif (but still inside the RegisterMonoModules() function).

The final structure should be similar to the following:

    extern "C" {
        ....
        #if !(TARGET_IPHONE_SIMULATOR)
            .. declarations .. (zone A)
        #endif
        void mono_dl_register_symbol(const char* name, void *addr);
    }

    void RegisterMonoModules()
    {
        ...
        #if !(TARGET_IPHONE_SIMULATOR)
            ...function calls... (zone B)
        #endif
        mono_dl_register_symbol("GPGSFooBar1", (void*)&GPGSFooBar1);
        mono_dl_register_symbol("GPGSFooBar2", (void*)&GPGSFooBar2);
        mono_dl_register_symbol("GPGSFooBar3", (void*)&GPGSFooBar3);
        mono_dl_register_symbol("GPGSFooBar4", (void*)&GPGSFooBar4);
        ....
    }

Note: Some versions of Unity (4.2), re-exporting to an existing XCode project path will overwrite Libraries/RegisterMonoModule.cpp, even if you use the Append option. Therefore, you must perform these changes every time you export the project. To simplify your workflow, consider copying the files to a different location before re-exporting, and copy them back after the process is complete.

(Advanced) Using the Plugin Without Overriding the Default Social Platform

When you call PlayGamesPlatform.Activate, Google Play Games becomes your default social platform implementation, which means that static calls to methods in Social and Social.Active will be carried out by the Google Play Games plugin. This is the desired behavior for most games using the plugin.

However, if for some reason you wish to keep the default implementation accessible (for example, to use it to submit achievements and leaderboards to a different social platform), you can use the Google Play Games plugin without overriding the default one. To do this:

  1. Do not call PlayGamesPlatform.Activate
  2. If Xyz is the name of a method you wish to call on the Social class, do not call Social.Xyz. Instead, call PlayGamesPlatform.Instance.Xyz
  3. Do not use Social.Active when interacting with Google Play Games. Instead, use PlayGamesPlatform.Instance.

That way, you can even submit scores and achievements simultaneously to two or more social platforms:

// Submit achievement to original default social platform
Social.ReportProgress("MyAchievementIdHere", 100.0f, callback);

// Submit achievement to Google Play
PlayGamesPlatform.Instance.ReportProgress("MyGooglePlayAchievementIdHere", 100.0f, callback);

Using Production APNS Certificate (iOS)

In the GPGSAppController.m file, you will notice within the application:didRegisterForRemoteNotificationsWithDeviceToken method that there is a comment discussing using the sandbox push server. Follow instructions there to switch between the production and sandbox environment and push notification.

Building iOS projects without Cocoapods

These are the manual steps needed to build iOS projects without using Cocoapods:

  1. Add these frameworks. To do this, click the top-level project (the item on the list labeled Unity-iPhone, 1 target, iOS SDK), then click the Build Phases tab and expand the Link Binary with Libraries item. Then, add the following frameworks to that list:

AddressBook.framework
AssetsLibrary.framework
CoreData.framework
CoreTelephony.framework
CoreText.framework
Security.framework
libc++.dylib
libz.dylib

  1. Add the following bundles and frameworks from the Google Plus and Google Play Games C++ SDK that you have previously downloaded. If you have not downloaded these files yet, they can be found in the downloads section of the Google Play Games developer site. To add these frameworks you can simply drag and drop those 5 files on the top-level project item (labeled Unity-iPhone).

    GoogleOpenSource.framework
    GooglePlus.bundle
    GooglePlus.framework
    gpg.bundle
    gpg.framework

  2. Add the "-ObjC" linker flag. To do this, select the top-level project object, then go to the Build Settings tab. Search for "Other Linker Flags" using the search tool, double click the Other Linker Flags item and add "-ObjC" to that list (attention to case!).

Note: If you export the project a second time to the same XCode project directory, you can use Unity's Append option to avoid overwriting these settings. If you use Replace, however, you might have to reapply some settings.

Special Thanks

This section lists people who have contributed to this project by writing code, improving documentation or fixing bugs.

  • Dgizusse for figuring out that setting JAVA_HOME is necessary on Windows.
  • antonlicht for fixing a bug with the parameter type of showErrorDialog on the support library.
  • pR0Ps for fixing an issue where OnAchievementsLoaded was not accepting an OPERATION_DEFERRED result code as a success.
  • friikyeu for helping debug an issue that caused API calls to be queued up rather than executed even when connected.

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