Game Center not showing scores - driving me nuts

This has been driving me nuts for days now.
In a previous app I did GC and after some struggle it worked fine.
So it should have been a breeze with the app in development now. No such luck.
I set up a Development provisioning profile with the correct AppID.
I created the app in iTunes Connect, added a leaderboard.
I created several test users in iTC.
Logged out of the GC before starting the app either on my device or the Xcode simulator.
This is the build.settings file:

settings = {  
 iphone = {  
 plist = {  
 components = {}  
 }  
 },  
}  

So far so good.
Logging on to the GC is no problem. It reports the user name and remarks “Sandbox”.
Doing a gameNetwork.show(…) works fine too. I see the 2 leaderboards (empty ofc).

Now when I post a score (see sample code) it even reports back that I’ve submitted a score (10 in this case) on a category (“survival” in this case), but neither loadScores nor showing the leaderboard shows any scores! Even after waiting for 24 hrs (or more).
The loadScores return an event.data that is a null value.

I know I’m missing something, but what?!

Any ideas?

Thanks!!

[code]

local gameNetwork = require “gameNetwork”
local json = require “json”

io.output():setvbuf(“no”)

local loggedIntoGC = false

local function requestCallback( event )
if not (event.type == nil) then
local data = json.encode( event.data )
native.showAlert( “event.data”, data, { “OK” } )
end

if event.type == “loadLocalPlayer” then
currentPlayerName = event.data.alias
native.showAlert( “player name”, currentPlayerName, { “OK” } )
elseif event.type == “setHighScore” then
local function alertCompletion() gameNetwork.request( “loadScores”, { leaderboard={ category=“survival” }, listener=requestCallback } ); end
native.showAlert( “High Score Reported!”, “”, { “OK” }, alertCompletion )
elseif event.type == “loadScores” then
if event.data then
local topRankID = event.data[1].playerID
local topRankScore = event.data[1].formattedValue
local bestTextValue = string.sub( topRankScore, 1, 12 ) … “…”
print(topRankID … “-” … topRankScore … “-” … bestTextValue)
print(“Fetching players”)
if topRankID then gameNetwork.request( “loadPlayers”, { playerIDs={ topRankID }, listener=requestCallback} ); end
else
print(“No data from loadScores”)
end
native.showAlert( “loadScores”, topRankID, { “OK” } )
elseif event.type == “loadPlayers” then
if event.data then
local topRankAlias = event.data[1].alias
if topRankAlias then
native.showAlert( “Top rank”, topRankAlias, { “OK” } )
end
end
elseif event.type == “leaderboards” then
native.showAlert( “reqCB”, “Showing board”, { “OK” } )
end
return true
end

local function initCallback( event )
if event.data then
loggedIntoGC = true
gameNetwork.request( “loadLocalPlayer”, { listener=requestCallback } )
else
native.showAlert(“Log in GC failed!”, “”, {“OK”})
end
return true
end

local function setHighscore( event )
if event.phase == “ended” then
print(“setting highscore”)
local userScore = 10
if loggedIntoGC then gameNetwork.request( “setHighScore”, { localPlayerScore={ category=“survival”, value=userScore }, listener=requestCallback } ); end
end
end

local function showLeaderboard( event )
if event.phase == “ended” then
print(“showing leaderboard”)
gameNetwork.show( “leaderboards”, { leaderboard = { category=“survival” }, listener=requestCallback })
end
end

local btn = display.newRect(100,100,200,100)
btn:setFillColor(255)
btn:addEventListener(“touch”, setHighscore)
local showGC = display.newRect(100,300,200,100)
showGC:setFillColor(150)
showGC:addEventListener(“touch”, showLeaderboard)

gameNetwork.init( “gamecenter”, initCallback ) --startGC() --Initializes the Game Center
[/code] [import]uid: 123200 topic_id: 26540 reply_id: 326540[/import]

What about CFBundleIdentifier?
[lua]iphone =
{
plist =
{
CFBundleIdentifier = “com.yourbundleid”
},
components = {} – no openfeint
}
[lua] [import]uid: 12704 topic_id: 26540 reply_id: 107655[/import]

Did I really forget this?
LOL
Here’s hoping that will solve it.

Thanks @gtartarkin
[import]uid: 123200 topic_id: 26540 reply_id: 107690[/import]

Well adding the Indentifier didn’t help. Although it is off needed.
Situation is unchanged.
Everything seems to work, but no visible highscores.
[import]uid: 123200 topic_id: 26540 reply_id: 107747[/import]

Corona SDK should add the bundle ID for you by taking it from the provisioning profile.

Here’s a couple of extra thoughts on the matter.

First there is another thread raging about this. Since so many people are having problems right now, I’m wondering if something broke with the deprecation of the UDID…

but that aside: There is a known issue on Apple’s side of having to have had multiple people post scores before leaderboards show up. Even then there is some caching going on… Make sure you have hit the server with two different accounts.

Finally… development and AdHoc apps hit the sandbox, not production. You’re app has to be live in the App Store before the live Game center will see your scores anything else hits the sandbox. [import]uid: 19626 topic_id: 26540 reply_id: 107766[/import]

@ robmiracle
Yeah I know about the thread. I suggest closing this one and continuing on the other.
I will respond to your suggestions (thanks for those)

As others (both using Corona and not) have suggested using two or even three different test users. So that’s what I did. I used 3 test users (all logged nicely into the Sandbox mode) and posted several scores for each.
I even friended the accounts as some suggested.
No luck.

I know about the live vs. development difference, thanks for reminding me. Everything is running in Sandbox/Development mode as the app isn’t yet published.
[import]uid: 123200 topic_id: 26540 reply_id: 107769[/import]