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Unity/GooglePlayGames/ver2

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2025年8月28日 (木) 20:18時点におけるAdmin (トーク | 投稿記録)による版 (PlayGame認証で、"Returning an error code"が起こるとき)

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確認したバージョン

  • Firebase:12.10.1
  • PlayGame:v.2.1.0

v2の公式マニュアル

Unity 用 Google Play Games を設定してログインする https://developer.android.com/games/pgs/unity/unity-start?hl=ja

Play Games サービス v2 に移行する(Unity) https://developer.android.com/games/pgs/unity/migrate-to-v2?hl=ja

Androidビルドで"mergeDexRelease"エラーが出る

エラー詳細

Execution failed for task ':launcher:mergeDexRelease'.
> Could not resolve all files for configuration ':launcher:releaseRuntimeClasspath'.
   > Failed to transform classes.jar (project :unityLibrary) to match attributes {artifactType=android-dex, asm-transformed-variant=NONE, com.android.build.api.attributes.AgpVersionAttr=7.1.2, com.android.build.api.attributes.BuildTypeAttr=release, com.android.build.gradle.internal.attributes.VariantAttr=release, dexing-enable-desugaring=true, dexing-is-debuggable=false, dexing-min-sdk=23, org.gradle.libraryelements=jar, org.gradle.usage=java-runtime}.
      > Could not resolve all files for configuration ':launcher:releaseRuntimeClasspath'.
         > No variants of com.google.games:gpgs-plugin-support:2.1.0 match the consumer attributes:
             - com.google.games:gpgs-plugin-support:2.1.0 configuration runtime:
                 - Incompatible because this component declares attribute 'artifactType' with value 'srcaar' and the consumer needed attribute 'artifactType' with value 'android-classes-jar'
                 - Other compatible attributes:
                     - Doesn't say anything about asm-transformed-variant (required 'NONE')
                     - Doesn't say anything about dexing-enable-desugaring (required 'true')
                     - Doesn't say anything about dexing-is-debuggable (required 'false')
                     - Doesn't say anything about dexing-min-sdk (required '24')

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

* Get more help at https://help.gradle.org

BUILD FAILED in 4m 3s

対策

  1. Assets/GooglePlayGames/com.google.play.games/Editor/m2repository/com/google/games/gpgs-plugin-support/2.1.0にある srcaar 拡張子を aar へ
  2. Assets/GooglePlayGames/com.google.play.games/Editor/m2repository/com/google/games/gpgs-plugin-support/2.1.0/gpgs-plugin-support-2.1.0.pom の srcaar を aar へ。
<?xml version="1.0" encoding="UTF-8"?>
<project xmlns="http://maven.apache.org/POM/4.0.0" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 https://maven.apache.org/xsd/maven-4.0.0.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <modelVersion>4.0.0</modelVersion>
  <groupId>com.google.games</groupId>
  <artifactId>gpgs-plugin-support</artifactId>
  <version>2.1.0</version>
-  <packaging>srcaar</packaging>
+  <packaging>aar</packaging>
  <dependencies>
    <dependency>
      <groupId>com.google.android.gms</groupId>
      <artifactId>play-services-games-v2</artifactId>
      <version>20.1.2</version>
    </dependency>
    <dependency>
      <groupId>com.google.android.gms</groupId>
      <artifactId>play-services-nearby</artifactId>
      <version>18.5.0</version>
    </dependency>
  </dependencies>
</project>

参考:https://www.reddit.com/r/Unity3D/comments/1h4szl0/unity_android_update_sdks_to_use_api_34_and_lots/

設定

Google Play GamesのAndroid Setupの設定

公式:https://firebase.google.com/docs/auth/unity/play-games?hl=ja

  1. unityのplatformをAndroidにする。
  2. unityメインメニューから[Window] > [Google Play Games] > [Setup] > [Android Setup] を開き以下を入れる。
Directory to save Constant:Assets/GooglePlayGames
Constant class name:GPGSIds

Paste in the AndroidResources from the Play Console
<?xml version="1.0" encoding="utf-8"?>
<!--
Google Play game services IDs.
Save this file as res/values/games-ids.xml in your project.
-->
<resources>
  <!-- app_id -->
  <string name="app_id" translatable="false">[ここにAPP_IDを入れる]</string>
  <!-- package_name -->
  <string name="package_name" translatable="false">com.example.project1</string>
  <!-- event Wiped Raid -->
  <string name="event_wiped_raid" translatable="false">[ここにevent_wiped_raidをいれる]</string>
</resources>

WebAppClientId:gcp&play画面で入れた、ウェブアプリケーションのClientId

ProjectSettings/GooglePlayGameSettings.txt に APP_IDが入ることを確認。

ProjectSettings/GooglePlayGameSettings.txt

proj.AppId=12345678901
and.ClientId=12345678901-abcdef1234567890abcdef1234567890ab.apps.googleusercontent.com

unityのGamePlayの初期設定確認

Assets/GooglePlayGames/com.google.play.games/Runtime/Scripts/GameInfo.cs

public const string ApplicationId = "12345678901"; // Filled in automatically
public const string IosClientId = "__IOS_CLIENTID__"; // Filled in automatically
public const string WebClientId = "12345678901-abcdef1234567890abcdef1234567890ab.apps.googleusercontent.com"; // Filled in automatically
public const string NearbyConnectionServiceId = "";

上のClientIdなどが入ってることを確認

Assets/Plugins/Android/GooglePlayGamesManifest.androidlib/AndroidManifest.xml にAPP_IDが入ってること。\u003はユニコード用のもので、入っていても問題ない。

<meta-data android:name="com.google.android.gms.games.APP_ID"
            android:value="\u00312345678901" />

<meta-data android:name="com.google.android.gms.games.unityVersion"
            android:value="\u0032.1.0" />

[Window] > [Google Play Games] > [Setup]でAndroidSetupが選択できないとき

  1. unityのplatformをAndroidにする。

"Error SignInRequest Sign-in failed with status code: 10"エラーが発生するとき

PlayConsoleのアップロード鍵の証明書が表示されてるか確認する。

apkを上げてなければ、署名付きのapkをupして、アップロード鍵の証明書が表示されるか確認する

PlayGame認証で、DEVELOPER_ERRORが起こるとき

エラー詳細

**** APP NOT CORRECTLY CONFIGURED TO USE GOOGLE PLAY GAME SERVICES
**** DEVELOPER_ERROR
**** This is usually caused by one of these reasons:
**** (1) Your package name and certificate fingerprint do not match
****     the client ID you registered in Developer Console.
**** (2) Your App ID was incorrectly entered.
**** (3) Your game settings have not been published and you are 
****     trying to log in with an account that is not listed as
****     a test account.
**** (4) A server auth code was requested, but an incorrect client
****     id was provided. The client id for server auth codes should
****     be the client id for the game server (not the android app).
****
**** To help you debug, here is the information about this app
**** Package name         : com.example.project1
**** Cert SHA1 fingerprint: D7:D7:D7:D7:D7:D7:D7:D7:D7:D7:D7:D7:D7:D7:D7:D7:D7:D7:D7:D7
**** App ID from manifest : 12345678901
****
**** Check that the above information matches your setup in 
**** Developer Console. Also, check that you're logging in with the
**** right account (it should be listed in the Testers section if
**** your project is not yet published).
****
**** For more information, refer to the troubleshooting guide:
****   http://developers.google.com/games/services/android/troubleshooting
****

GCPに登録した、ウェブアプリケーションIDと、アプリに登録したものが、同じかどうか確認する。

PlayGame認証で、"Returning an error code"が起こるとき

releaseバージョンで認証させたときに、以下エラーコードが起こる場合

*** [Play Games Plugin 2.1.0] ERROR: Returning an error code.

GCPに登録した、ウェブアプリケーションIDと、アプリに登録したものが、同じかどうか確認する。

releaseバージョンで認証させたときに、上記エラーコードが起こる。debugバージョンだと、多分、DEVELOPER_ERRORのエラーが起こる。

参考:https://discussions.unity.com/t/google-play-games-canceled/938672/10


確認Android端末内のPlayGameアプリで、アカウントが、ログアウトされてる可能性があるので、確認する。

Google ログインのScope項目

参考:https://developers.google.com/identity/protocols/oauth2/scopes?hl=ja

範囲	説明
email	Google アカウントのメインのメールアドレスを表示する
openid	Google で公開されているお客様の個人情報とお客様を関連付ける
profile	ユーザーの個人情報の表示(ユーザーが一般公開しているすべての個人情報を含む)

サンプル実行

using UnityEngine;
using UnityEngine.UI;

#if UNITY_ANDROID
using GooglePlayGames;
using GooglePlayGames.BasicApi;
using System.Collections.Generic;

public class GooglePlayGameScene : MonoBehaviour
{
    [SerializeField] InputField text;
    [SerializeField] Button loginButton;
    [SerializeField] Button logoutButton;

    // Define selectedScope having additional identity scopes.
    private List<AuthScope> selectedScopes = new List<AuthScope>();

    void Start()
    {
#if UNITY_EDITOR
        Debug.LogError("Android実機端末以外では動作しません");
#endif
        Debug.Log("GooglePlayGameScene start");
        text.text = "GooglePlayGameScene start\n";
        Debug.Log("GooglePlayGameScene end");
        text.text += "GooglePlayGameScene end\n";

        loginButton.onClick.AddListener(LoginOnClick);
        logoutButton.onClick.AddListener(LogoutOnClick);
    }
    internal void ProcessAuthentication(SignInStatus status)
    {
        if (status == SignInStatus.Success)
        {
            Debug.Log("GooglePlayGameScene ProcessAuthentication: SignInStatus.Success");
            // Continue with Play Games Services
            // Add scopes you want to request.
            // selectedScopes.Add(AuthScope.OPEN_ID);
            // selectedScopes.Add(AuthScope.PROFILE);
            selectedScopes.Add(AuthScope.EMAIL);

            // Call RequestServerSideAccess with additional scopes and retrieve
            // authcode and grantedscopes list.
            PlayGamesPlatform.Instance.RequestServerSideAccess(
                /* forceRefreshToken= */ false, selectedScopes,
                (AuthResponse authResponse) =>
                {
                    Debug.Log("Received authResponse: " + authResponse);
                    string authCode = authResponse.GetAuthCode();
                    Debug.Log("authCode=" + authCode);
                    List<AuthScope> grantedScopes = authResponse.GetGrantedScopes();
                    foreach (var grantedScope in grantedScopes)
                    {
                        Debug.Log("grantedScope=" + grantedScope);
                    }
                    GooglePlaySuccess(authCode);
                });   
        }
        else
        {
            // Disable your integration with Play Games Services or show a login
            // button to ask users to sign-in. Clicking it should call
            PlayGamesPlatform.Instance.ManuallyAuthenticate(ProcessAuthentication);
        }
    }
    void LoginOnClick()
    {
        Debug.Log("GooglePlayGameScene LoginOnClick");
        PlayGamesPlatform.Instance.Authenticate(ProcessAuthentication);
    }
    void GooglePlaySuccess(string authCode)
    {
        Debug.Log("GooglePlayGameScene GooglePlaySuccess");
        Firebase.Auth.FirebaseAuth auth = Firebase.Auth.FirebaseAuth.DefaultInstance;
        Firebase.Auth.Credential credential = Firebase.Auth.PlayGamesAuthProvider.GetCredential(authCode);
        auth.SignInAndRetrieveDataWithCredentialAsync(credential).ContinueWith(task =>
        {
            if (task.IsCanceled)
            {
                Debug.LogError("SignInAndRetrieveDataWithCredentialAsync was canceled.");
                return;
            }
            if (task.IsFaulted)
            {
                Debug.LogError("SignInAndRetrieveDataWithCredentialAsync encountered an error: " + task.Exception);
                return;
            }

            Firebase.Auth.AuthResult result = task.Result;
            Debug.LogFormat("User signed in successfully: {0} ({1})",
                result.User.DisplayName, result.User.UserId);
                
            // ユーザ取得
            Firebase.Auth.FirebaseUser user = auth.CurrentUser;
            if (user != null && user.IsValid())
            {
                string playerName = user.DisplayName;

                // The user's Id, unique to the Firebase project.
                // Do NOT use this value to authenticate with your backend server, if you
                // have one; use User.TokenAsync() instead.
                string uid = user.UserId;
                Debug.Log("playerName=" + playerName);
                Debug.Log("uid=" + uid);
                // UI更新(メインスレッドじゃないのでコメントアウト)
                // text.text += "playerName=" + playerName + "\n";
                // text.text += "uid=" + uid + "\n";
            }
            else
            {
                Debug.LogError("FirebaseUser is null or not valid.");
            }
        });
    }
    void LogoutOnClick()
    {
        Debug.Log("GooglePlayGameScene LogoutOnClick");
        Firebase.Auth.FirebaseAuth auth = Firebase.Auth.FirebaseAuth.DefaultInstance;
        auth.SignOut();
    }
}
#endif

出力

GooglePlayGameScene ProcessAuthentication: SignInStatus.Success
Received authResponse: AuthResponse { grantedScopes = EMAIL, authCode = 4/0AVMBsJhSzcTORSqYtrD1MFxbKghrqDhh3wkxtmvuxUAlo5hctS0mA1234123412341234-2 }
authCode=0AVMBsJhSzcTORSqYtrD1MFxbKghrqDhh3wkxtmvuxUAlo5hctS0mA1234123412341234-w
grantedScope=EMAIL
GooglePlayGameScene GooglePlaySuccess
User signed in successfully: hogeuser (abcedfghijklmnABCDEFG12341234)
playerName=hogeuser
uid=abcedfghijklmnABCDEFG12341234