Hi Wiler, each keystore has a unique SHA1 certificate, so I don’t think you can create two SHA1 for a single keystore. You may have created two Client IDs, but don’t worry about it for now.
I had trouble with signing into GPGS too, and I was seeing the “Google Play services resources not found” error on terminal. So I thought there was something wrong with my keystore, SHA1, ClientID, etc. – but I could not find any reason why my Google Play setup was wrong. It turned out this particular error was to be ignored (because it is a false alert.)
Between GPGS and iOS Game Center, there is a slight difference in how init and login have to be handled. I’m wondering if you’ve made an iOS version first and is now using the same/similar code to handle GPGS version too. (I had a couple GPGS version done in the past, but they were more involved with GPGS multiplayer mode, so with my latest app, I copied iOS code for the init and login request, thinking it’s the same – but this assumption caused me grief.)
Anyhow, the difference is, with GPGS version, gameNetwork.init returns event.isError only. Unlike iOS version, it does not return event.data – so, if you do not request login until event.data is returned, you will not be able to login.
Also, at the very first launch of the app, before a user has a chance to request the login, you want to use the following:
[lua]
gameNetwork.request(“login”, { userInitiated = false, listener = loadLocalUser })
[/lua]
But the above is likely to fail.
However, if the login request is made with user’s permission, you can use the following:
[lua]
gameNetwork.request(“login”, { userInitiated = true, listener = loadLocalUser })
[/lua]
With this, the login request will succeed so long as you have called gameNetwork.init( “google”, initCallback ) at the launch of the app and event.isError did not return true.
I hope this makes sense to you somehow.
Naomi