Google Play Games Leaderboard post score reports success but doesn't update
I am using the google play games Unity3D api on Unity 2018.2.15f1, it should be noted that my google play games project isn't published however I don't want to publish it until I have all my achievements in there.
The leaderboard posting code is:
public void PostScore(long score)
{
Social.ReportScore(score, GPGSIds.leaderboard_high_scores, (bool success) => {
// handle success or failure
if(success)
{
Debug.Log("Posted Score of " + score);
}
else
{
Debug.Log("Failed to post score");
}
});
}
and logcat consistently shows that this returns a success, as so:
11-16 02:45:05.041: I/Unity(5503): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
11-16 02:45:05.042: I/Unity(5503): Posted Score of 19
However no matter what the leaderboard doesn't update, it consistently shows a score of 8. I don't understand why this is here as it shows up exclusively on my device even and even if I wipe the leaderboard it persists.
Is the issue with the fact that the leaderboard isn't published yet? Or could there be something else at play.
c# unity3d google-play-services google-play-games
add a comment |
I am using the google play games Unity3D api on Unity 2018.2.15f1, it should be noted that my google play games project isn't published however I don't want to publish it until I have all my achievements in there.
The leaderboard posting code is:
public void PostScore(long score)
{
Social.ReportScore(score, GPGSIds.leaderboard_high_scores, (bool success) => {
// handle success or failure
if(success)
{
Debug.Log("Posted Score of " + score);
}
else
{
Debug.Log("Failed to post score");
}
});
}
and logcat consistently shows that this returns a success, as so:
11-16 02:45:05.041: I/Unity(5503): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
11-16 02:45:05.042: I/Unity(5503): Posted Score of 19
However no matter what the leaderboard doesn't update, it consistently shows a score of 8. I don't understand why this is here as it shows up exclusively on my device even and even if I wipe the leaderboard it persists.
Is the issue with the fact that the leaderboard isn't published yet? Or could there be something else at play.
c# unity3d google-play-services google-play-games
add a comment |
I am using the google play games Unity3D api on Unity 2018.2.15f1, it should be noted that my google play games project isn't published however I don't want to publish it until I have all my achievements in there.
The leaderboard posting code is:
public void PostScore(long score)
{
Social.ReportScore(score, GPGSIds.leaderboard_high_scores, (bool success) => {
// handle success or failure
if(success)
{
Debug.Log("Posted Score of " + score);
}
else
{
Debug.Log("Failed to post score");
}
});
}
and logcat consistently shows that this returns a success, as so:
11-16 02:45:05.041: I/Unity(5503): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
11-16 02:45:05.042: I/Unity(5503): Posted Score of 19
However no matter what the leaderboard doesn't update, it consistently shows a score of 8. I don't understand why this is here as it shows up exclusively on my device even and even if I wipe the leaderboard it persists.
Is the issue with the fact that the leaderboard isn't published yet? Or could there be something else at play.
c# unity3d google-play-services google-play-games
I am using the google play games Unity3D api on Unity 2018.2.15f1, it should be noted that my google play games project isn't published however I don't want to publish it until I have all my achievements in there.
The leaderboard posting code is:
public void PostScore(long score)
{
Social.ReportScore(score, GPGSIds.leaderboard_high_scores, (bool success) => {
// handle success or failure
if(success)
{
Debug.Log("Posted Score of " + score);
}
else
{
Debug.Log("Failed to post score");
}
});
}
and logcat consistently shows that this returns a success, as so:
11-16 02:45:05.041: I/Unity(5503): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
11-16 02:45:05.042: I/Unity(5503): Posted Score of 19
However no matter what the leaderboard doesn't update, it consistently shows a score of 8. I don't understand why this is here as it shows up exclusively on my device even and even if I wipe the leaderboard it persists.
Is the issue with the fact that the leaderboard isn't published yet? Or could there be something else at play.
c# unity3d google-play-services google-play-games
c# unity3d google-play-services google-play-games
asked Nov 16 '18 at 3:12
Matthew LovedayMatthew Loveday
28218
28218
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1 Answer
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The issue was GPGS was caching the leaderboard scores and refusing to update them from the remote copy, the solution was to modify the IPlayGamesPlatform
interface to support passing in a custom Types.DataSource
parameter. This allows for the option to view the cached and networked version or just the networked version.
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
The issue was GPGS was caching the leaderboard scores and refusing to update them from the remote copy, the solution was to modify the IPlayGamesPlatform
interface to support passing in a custom Types.DataSource
parameter. This allows for the option to view the cached and networked version or just the networked version.
add a comment |
The issue was GPGS was caching the leaderboard scores and refusing to update them from the remote copy, the solution was to modify the IPlayGamesPlatform
interface to support passing in a custom Types.DataSource
parameter. This allows for the option to view the cached and networked version or just the networked version.
add a comment |
The issue was GPGS was caching the leaderboard scores and refusing to update them from the remote copy, the solution was to modify the IPlayGamesPlatform
interface to support passing in a custom Types.DataSource
parameter. This allows for the option to view the cached and networked version or just the networked version.
The issue was GPGS was caching the leaderboard scores and refusing to update them from the remote copy, the solution was to modify the IPlayGamesPlatform
interface to support passing in a custom Types.DataSource
parameter. This allows for the option to view the cached and networked version or just the networked version.
answered Nov 18 '18 at 7:43
Matthew LovedayMatthew Loveday
28218
28218
add a comment |
add a comment |
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