Google Play Games Leaderboard post score reports success but doesn't update












0















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.










share|improve this question



























    0















    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.










    share|improve this question

























      0












      0








      0








      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.










      share|improve this question














      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






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      asked Nov 16 '18 at 3:12









      Matthew LovedayMatthew Loveday

      28218




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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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            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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              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.






              share|improve this 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.






                share|improve this answer













                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.







                share|improve this answer












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                answered Nov 18 '18 at 7:43









                Matthew LovedayMatthew Loveday

                28218




                28218






























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