Google Play and Game Center extension for Adobe AIR
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GameServices | Google Play and Game Center extension for Adobe AIR

GameServices extension enables access to achievements and leaderboards functionality provided by Google Play on Android and Game Center on iOS. Achievements can be a great way to increase your users' engagement within your game, while leaderboards can drive competition among your players.


  • User authentication
  • Achievements
  • Leaderboards

Getting started

Add the extension's ID to the extensions element.


If you are targeting Android, add the following extensions from this repository as well (unless you know these libraries are included by some other extensions):


Next, modify your android/manifestAdditions to include the following meta-data:

<manifest android:installLocation="auto">

        <meta-data android:name=""
            android:value="\ {GOOGLE_APP_ID}" />
        <meta-data android:name=""



Make sure to replace {GOOGLE_APP_ID} with your application ID as it appears in the Google Play Developer Console. Note the backslash and space is required.

The iOS library is built for iOS 7+. You may need to specify the minimum OS version to avoid warnings when creating your IPA:




API Overview

Start by initializing the extension using the init method. The only argument is a Boolean that controls whether extension logs show up.

var showLogs:Boolean = false;

GameServices.init( showLogs );

Note that a silent authentication will be performed during initialization. You may add the following event listeners before calling the init method to be notified in case the user has been authenticated silently:

GameServices.addEventListener( GSAuthEvent.SUCCESS, onGameServicesSilentAuthSuccess );
GameServices.addEventListener( GSAuthEvent.ERROR, onGameServicesSilentAuthError );

private function onGameServicesSilentAuthSuccess( event:GSAuthEvent ):void {
    trace( "User authenticated silently:", event.player );

private function onGameServicesSilentAuthError( event:GSAuthEvent ):void {
    trace( "Auth error occurred:", event.errorMessage );

On iOS, an identity signature will be generated. You may need this signature if you want a third party server to authenticate the local player:

GameServices.addEventListener( GSIdentityEvent.SUCCESS, onGameServicesIdentitySuccess );
GameServices.addEventListener( GSIdentityEvent.ERROR, onGameServicesIdentityError );

private function onGameServicesIdentitySuccess( event:GSIdentityEvent ):void {
    // pass the information to a third party server
    trace( "publicKeyUrl " + event.publicKeyUrl );
    trace( "signature " + event.signature );
    trace( "salt " + event.salt );
    trace( "timestamp " + event.timestamp );

private function onGameServicesIdentityError( event:GSIdentityEvent ):void {
    trace( "Identity error: " + event.errorMessage );

User Initiated Authentication

You may use the isAuthenticated getter to see whether the user is authenticated or not.

trace( GameServices.isAuthenticated );

If the user is not authenticated, you may start the authentication process by calling the authenticate method:

GameServices.addEventListener( GSAuthEvent.SUCCESS, onGameServicesAuthSuccess );
GameServices.addEventListener( GSAuthEvent.ERROR, onGameServicesAuthError );
GameServices.addEventListener( GSAuthEvent.DIALOG_WILL_APPEAR, onGameServicesAuthDialogWillAppear );


private function onGameServicesAuthDialogWillAppear( event:GSAuthEvent ):void {
    trace( "Native UI will appear, pause game rendering" );

private function onGameServicesAuthSuccess( event:GSAuthEvent ):void {
    trace( "User authenticated:", event.player );

private function onGameServicesAuthError( event:GSAuthEvent ):void {
    trace( "Auth error occurred:", event.errorMessage );

User Information

After the user has authenticated, you may use the player getter to obtain basic information about the user:

var player:GSPlayer = GameServices.player;
trace( );
trace( player.alias );
trace( player.displayName );

// Android only
trace( player.iconImageUri );
trace( player.hiResImageUri );


To access the achievements API, use the achievements getter. The returned object provides number of methods allowing you to work with player achievements.

Loading Achievements

To load current player's progress in all achievements, use the load method. If successful, the event's achievements property will contain a list of GSAchievement objects. Use these objects to learn about player's progress or build your own UI:

// The listener must be added on the 'achievements' object
GameServices.achievements.addEventListener(GSAchievementEvent.LOAD_SUCCESS, onAchievementsLoadSuccess);
GameServices.achievements.addEventListener(GSAchievementEvent.LOAD_ERROR, onAchievementsLoadError);


private function onAchievementLoadSuccess( event:GSAchievementEvent ):void {
    trace( "Loaded achievements: " + event.achievements );
    for each( var achievement:GSAchievement in event.achievements ) {
        trace( );

        trace( achievement.steps ); // Android only
        trace( achievement.totalSteps ); // Android only

        trace( achievement.progress ); // iOS only (0.0 - 100.0)

private function onAchievementsLoadError( event:GSAchievementEvent ):void {
    trace( "Error occurred: " + event.errorMessage );

Native UI

You may also show a native UI where the progress for each achievement is shown:

GameServices.achievements.addEventListener(GSAchievementEvent.UI_SHOW, onAchievementsUIShow);
GameServices.achievements.addEventListener(GSAchievementEvent.UI_HIDE, onAchievementsUIHide);
GameServices.achievements.addEventListener(GSAchievementEvent.UI_ERROR, onAchievementsUIError);


private function onAchievementsUIShow( event:GSAchievementEvent ):void {
    trace( "Achievements UI shown" );

private function onAchievementsUIHide( event:GSAchievementEvent ):void {
    trace( "Achievements UI hidden" );

private function onAchievementsUIError( event:GSAchievementEvent ):void {
    trace( "Achievements UI error: " + event.errorMessage );

Reveal Achievement

You may use hidden achievements, for example to hide certain aspects of your game's story. You control when the achievement is revealed to the player using the reveal method:

GameServices.achievements.addEventListener( GSAchievementEvent.UPDATE_SUCCESS, onAchievementRevealSuccess );
GameServices.achievements.addEventListener( GSAchievementEvent.UPDATE_ERROR, onAchievementRevealError );

GameServices.achievements.reveal( "achievementId" );

Unlock Achievement

To reward the player for reaching a milestone, use the unlock method. If the achievement is hidden this will reveal it to the player.

GameServices.achievements.addEventListener( GSAchievementEvent.UPDATE_SUCCESS, onAchievementUnlockSuccess );
GameServices.achievements.addEventListener( GSAchievementEvent.UPDATE_ERROR, onAchievementUnlockError );

GameServices.achievements.unlock( "achievementId" );

Update Progress

To record an achievement progress, use one of the methods listed below. Note that iOS supports only the setProgress method, where the progress parameter is a percentage value that states how far the player has progressed on the given achievement. Each method dispatches either UPDATE_SUCCESS or UPDATE_ERROR event.

GameServices.achievements.addEventListener( GSAchievementEvent.UPDATE_SUCCESS, onAchievementUpdateSuccess );
GameServices.achievements.addEventListener( GSAchievementEvent.UPDATE_ERROR, onAchievementUpdateError );

// Android only
GameServices.achievements.setSteps( "achievementId", 5 ); // Set to the given number of steps
GameServices.achievements.increment( "achievementId", 5 ); // Increment by the given number of steps

// iOS only
GameServices.achievements.setProgress( "achievementId", 55 ); // 55% progress

Alternatively, you may report progress on multiple achievements using the report method:

var a1:GSAchievement = new GSAchievement( "achievement1-id", step, progress );
var a2:GSAchievement = new GSAchievement( "achievement2-id", step, progress );

GameServices.achievements.addEventListener( GSAchievementEvent.UPDATE_SUCCESS, onAchievementUpdateSuccess );
GameServices.achievements.addEventListener( GSAchievementEvent.UPDATE_ERROR, onAchievementUpdateError ); new <GSAchievement>[a1, a2] );

Reset Achievements

You may reset progress for all achievements using the resetAll method, however it is only supported on iOS. Resetting achievements on Android may be done via the Google Play Console.

GameServices.achievements.addEventListener( GSAchievementEvent.RESET_SUCCESS, onAchievementResetSuccess );
GameServices.achievements.addEventListener( GSAchievementEvent.RESET_ERROR, onAchievementResetError );



To access the leaderboards API, use the leaderboards getter.

Report Score

To report player's score, use the report method along with a leaderboard ID and the achieved score:

GameServices.leaderboards.addEventListener(GSLeaderboardEvent.REPORT_SUCCESS, onLeaderboardReportSuccess);
GameServices.leaderboards.addEventListener(GSLeaderboardEvent.REPORT_ERROR, onLeaderboardReportError); "leaderboardId", 150 );

Native UI

You may also show a native UI and let the players browse the leaderboards:

GameServices.leaderboards.addEventListener(GSLeaderboardEvent.UI_SHOW, onLeaderboardsUIShow);
GameServices.leaderboards.addEventListener(GSLeaderboardEvent.UI_HIDE, onLeaderboardsUIHide);
GameServices.leaderboards.addEventListener(GSLeaderboardEvent.UI_ERROR, onLeaderboardsUIError);

GameServices.leaderboards.showNativeUI( "leaderboardId" );

private function onLeaderboardsUIShow( event:GSLeaderboardEvent ):void {
    trace( "Leaderboards UI shown" );

private function onLeaderboardsUIHide( event:GSLeaderboardEvent ):void {
    trace( "Leaderboards UI hidden" );

private function onLeaderboardsUIError( event:GSLeaderboardEvent ):void {
    trace( "Leaderboards UI error: " + event.errorMessage );


ActionScript documentation is available online, or can be generated by running ant asdoc from the build directory.

Build ANE

ANT build scripts are available in the build directory. Edit to correspond with your local setup.


  • Adobe AIR 20+
  • Android 4.0+
  • iOS 7+


The ANE has been written by Marcel Piestansky and is distributed under Apache License, version 2.0.

Change log

March 30, 2017

  • v1.0.2
    • Fixed internal EventDispatcher initialization

March 29, 2017

  • v1.0.1
    • Internal refactoring, minor bug fixes

March 28, 2017

  • v1.0.0
    • Public release