Is there an ETA for Google Play Game Services integration?

That number isn’t needed.  The number you want is actually right at the top next to the name of your game.  For example it would be the number next to mathmania(989030404439) in this picture: http://i.imgur.com/Z7nuUPg.png.

In my case they were exactly the same anyway, so I already had the number from the top of the screen.

Regardless of where the number comes from, the Google Play documentation says that you need to generate a OAuth 2.0 client ID: 

https://developers.google.com/games/services/console/enabling#d_gather_credentials_for_authentication_and_authorization

So I’ve done that, pasted in the “SHA-1 fingerprint” generated by keytool, and although my gameNetwork.init() function seems to callback successfully, if I try to do…

gameNetwork.show( "achievements" ) 

…nothing happens.

Edit: and I’m testing it using a non-developer test account.

I just saw that you are a starter, this feature is currently pro only.

The app was actually built by a pro-subscriber rather than my account. It’s quicker for me to write on the forum while they carry on trying to fix it, rather than them stopping work while I twiddle my thumbs :slight_smile:

Did you do 

gameNetwork.request( "login", { userInitiated=true, listener=requestCallback })

yet?  Without signing in you can not show achievements.

Ah no, I didn’t see that in the request page when I first looked. We’ll give that a try and hopefully that will fix it.

Just an update that you were right about the login request, that fixed the problem.

We’ve noticed that if we include the plugin in our build.settings file, then we get the following error when we try to build for iOS:

A device build error occurred on the server. 

BuildID: 51b1d2d8d0191 

Error: Get plugin failed. 

Publisher: com.coronalabs 

Plugin: CoronaProvider.gameNetwork.google

If we move the “CoronaProvider.gameNetwork.google” plugin table into the android table, then google play doesn’t work at all on android. 

Is there some way to put it into the build.settings file that will allow us to make both builds, or do we have to keep commenting out the plugin when building for iOS and replacing it when building for Android?

**FIXED - publisherId must equal “com.coronalabs”; I assumed I was suppose to replace this with my own publisherId, like “com.myindiegamecompany”.

I am getting a build error that says “You are not currently subscribed to the following plugins”. I am a pro subscriber and eveything is setup in my google developer portal.

Any help would be very much appreciated?

There’s no way other than to keep commenting it out right now, sorry.

It’s a pain in the derriere having to keep commenting out the Google gameNetwork plugin every time I want to build for iOS.  And then remember to un-comment it back in when building for Android.  It would be much better if Corona simply ignored plugins that aren’t (yet) supported for a particular platform.  Or, better yet, how about getting the Google game network plugin working on iOS?

Hi @HardBoiledIndustries,

Yes, I see your point and it’s valid. Although you still have to comment out, we are working very steadily on the iOS side of this. We’ll release what we can to you as soon as we can.

Take care,

Brent

It’s a pain in the derriere having to keep commenting out the Google gameNetwork plugin every time I want to build for iOS.  And then remember to un-comment it back in when building for Android.  It would be much better if Corona simply ignored plugins that aren’t (yet) supported for a particular platform.  Or, better yet, how about getting the Google game network plugin working on iOS?

Hi @HardBoiledIndustries,

Yes, I see your point and it’s valid. Although you still have to comment out, we are working very steadily on the iOS side of this. We’ll release what we can to you as soon as we can.

Take care,

Brent