? Info ? Support Videos plyGame is a visual game development tool for the Unity game engine. It allows developers to create games and prototypes without having to do any programming while still allowing for scripts where programmers wants to interact with the system's API This core package includes plyBlox (Visual Scripting), DiaQ.2.Dialogue and Quest editor, and RPG game systems. The Google Play Games plugin for Unity® is an open-source project whose goal is to provide a plugin that allows game developers to integrate with the Google Play Games API from a game written in Unity®.
Google Play Games plugin for UnityCopyright (c) 2014 Google Inc. All rights reserved.The Google Play Games plugin for Unity® is an open-source project whose goalis to provide a plugin that allows game developers to integrate withthe Google Play Games API from a game written in Unity®. However, this project isnot in any way endorsed or supervised by Unity Technologies.Unity® is a trademark of Unity Technologies.iOS is a trademark of Apple, Inc. New Plugin Is AvailableA new Google Play Games plugin is now publicly available. Please go to to learn more about it. OverviewThe Google Play Games plugin for Unity allows you to access the Google Play GamesAPI through Unity's.The plugin provides support for thefollowing features of the Google Play Games API:. sign in.
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unlock/reveal/increment achievement. post score to leaderboard. cloud save read/write. show built-in achievement/leaderboards UI.
events. video recording of gameplay.NOTICE: This version of the plugin no longer supports iOS. Google Play games services for iOS is deprecated,and is not likely to function as expected. Do not use Google Play gamesservices for iOS in new apps. See the blog post for more details.Features:. easy GUI-oriented project setup (integrated into the Unity GUI).
no need to override/customize the player Activity. no need to override/customize AndroidManifest.xmlSystem requirements:.Unity® 5 or above.To deploy on Android:. Android SDK.
Android v4.0 or higher. Google Play Services library, version 11.6 or aboveUpgradingIf you have already integrated your project with a previous version of theplugin and wish to upgrade to a new version, please refer to the. Configure Your GameTo use the plugin, you must first in theGoogle Play Developer Console.
Follow the instructions on creating a client ID.Be particularly careful when entering your package name and yourcertificate fingerprints, since mistakes on those screens can be difficult torecover from.If you intend to use real-time or turn-based multiplayer in your game, rememberto activate those features in the Google Play Developer Console when creatingyour application instances. Copy the game resources from the consoleOnce you configure at least one resource (event, achievement, or leaderboard),copy the resource configuration from the Google Play Developer Console, and paste itinto the setup configuration in Unity. To get the resources go to the Achievementstab, then click on 'Get resources' on the bottom of the list.Then click the 'Android section'.Select all the contents of the resources window, and copy them to the clipboard. Paste the game resources into the plugin setup dialogBack in Unity, open the setup dialog Window Google Play Games Setup.
Android Setup. Enter the directory to save constants - Enter the folder for the constants file.
Constants class name - this is the name of the C# class to create, including namespace. Resources Definition - paste the resource data from the Play Games console here. Web client ID - this is the client ID of the linked web app.
It is only needed ifyou have a web-based backend for your game and need a server auth code to beexchanged for an access token by the backend server, or if you need an id tokenfor the player to make other, non-game, API calls.The setup process will configure your game with the client id and generate aC# class that contains constants for each of your resources. Setup ChecklistMake sure to do the following if they are relevant to your game:. Add tester email addresses to the testing section of your game on the Play Games Console. The SHA1 fingerprint used to create the linked Android app is from the keystoreused to sign the Unity application.Add Achievements and LeaderboardsAddandto your game in the Google Play Developer Console.
For each achievement andleaderboard you configure, make sure to notethe corresponding achievement ID or leaderboard ID,as those will be needed when making the API calls.Achievement and leaderboard IDs are alphanumeric strings (e.g. Add EventsEvents allow you to track user actions in your game and report on them withAnalytics.Read more about how to configure and use Events onLoad Your Game ProjectNext, load your game project into the Unity editor.If you do not have a game project to work with, you can use the Minimal sampleavailable in the samples directory. Using that sample will allow you toquickly test your setup and make sure you can access the API.If you want to test a larger sample after you are familiar with the plugin,try the CubicPilot game.More information about building the samples can be found in thefile.
Plugin InstallationTo download the plugin, clone this Git repository into your file system (or download it asa ZIP file and unpack it). Then, look for the unitypackage file inthe current-build directory: current-build/GooglePlayGamesPluginForUnity-X.YY.ZZ.unitypackageTo install the plugin, simply open your game project in Unity and import that file intoyour project's assets, as you would any other Unity package.
This is accomplished throughthe Assets Import Package Custom Package menu item (you can also reach this menu itby right-clicking the Assets folder).Next, make sure your current build platform is set to Android. FromFile Build Settings select Android and click Switch Platform.You should now see a new menu item was added under Window Google Play Games.If you don't see the new menu items, refresh the assets byclicking Assets Refresh and try again. Android SetupNext, set up the path to your Android SDK installation in Unity. This is located in thepreferences menu, under the External Tools section.To configure your Unity game to run with Google Play Games on Android, firstopen the Android SDK manager and verify that you have downloaded the followingpackages. Depending on if you are using the SDK manager from Android Studio,or using the standalone SDK manager, the name of the components may be different.
Google Play Services. Android Support Library. Local Maven repository for Support Libraries (Also known as Android Support Repository). Google Repository.
Android 6.0 (API 23) (this does not affect the min SDK version).Next, configure your game's package name. To do this, click File Build Settings,select the Android platform and click Player Settings to show Unity'sPlayer Settings window. In that window, look for the Bundle Identifier settingunder Other Settings. Enter your package name there (for examplecom.example.my.awesome.game).In order to sign in to Play Game Services, you need to sign your APK file,make sure that you are signing it with thecorrect certificate, that is, the one that corresponds to the SHA1 certificatefingerprint you entered in the Developer Console during the setup.Next, click the Window Google Play Games Setup - Android setup menu item.This will display the Android setup screen.Enter the Constants class name. This is the name of the fully qualified classthat will be updated (or created) which contains the IDs of the game resources.The format of the name is.
For example, AwesomeGame.GPGSIdsPaste the resource definition data. This is the XML data from the Google Play Developer Consolewhich contains the resource IDs as well as the Application ID for Android.This data is found in the Google Play Developer Console by clicking 'Get resources' on any of theresource pages (e.g. Achievements or Leaderboards), then clicking Android.After pasting the data into the text area, click the Setup button.Note: If you are using a web application or backend server with your game,you can link the web application to the game to enable getting the player'sid token and/or email address. To do this, link a web application to thegame in the Google Play Developer Console, and enter the client id forthe web application into the setup dialog. Additional instructions on building for Android on WindowsIf you are using Windows, you must make sure that your Java SDK installationcan be accessed by Unity. To do this:. Set the JAVAHOME environment variable to your Java SDK installation path(for example, C:Program FilesJavajdk1.7.045).
Add the Java SDK's bin folder to your PATH environment variable(for example, C:Program FilesJavajdk1.7.045bin). Reboot.How to edit environment variables: In Windows 2000/XP/Vista/7,right-click My Computer, then Properties, then go to Advanced System Properties(or System Properties and then click the Advanced tab), thenclick Environment Variables. On Windows 8, press Windows Key + W andsearch for environment variablesFor more information, consult the documentation for your version of Windows. Run the ProjectIf you are working with the Minimal sample, you should be able to buildand run the project at this point. You will see a screen with an Authenticate button,and you should be able to sign in when you click it.To build and run on Android, clickFile Build Settings, select the Android platform, thenSwitch to Platform, then Build and Run.
ISocialPlatform ComplianceThe Google Play Games plugin implements Unity's,for compatibility with games that already use that interface when integrating with otherplatforms. However, some features are unique to Play Games and areoffered as extensions to the standard social interface provided by Unity.The standard API calls can be accessed through the Social.Active object,which is a reference to an ISocialPlatform interface. The non-standardGoogle Play Games extensions can be accessed by casting the Social.Activeobject to the PlayGamesPlatform class, where the additional methods areavailable. Nearby Connections ConfigurationIn order to use nearby connections, a service id which uniquely identifies theset of applications that can interact needs to be configured.This is done by clicking the Window Google Play Games Nearby Connections setup.menu item. This will display thenearby conections setup screen. On this screen enter the service ID you want to use.It should be something that identifies your application, and follows thesame rules as the bundle id (for example: com.example.myawesomegame.nearby).Once you enter the id, press Setup.To use nearby connections, the player does not need to be authenticated,and no Google Play Developer Console configuration is needed.For detailed information on nearby connection usage,please refer to.
Configuration & Initialization Play Game ServicesIn order to save game progress, handle multiplayer invitations andturn notifications, or require access to a player's Google+ social graph,the default configuration needs to be replaced with a custom configuration.To do this use the PlayGamesClientConfiguration. If your game does notuse these features, then there is no need toinitialize the platform configuration. Once the instance is initialized,make it your default social platform by calling PlayGamesPlatform.Activate. Using GooglePlayGames;using GooglePlayGames.
BasicApi;using UnityEngine. SocialPlatforms;PlayGamesClientConfiguration config = new PlayGamesClientConfiguration. Builder// enables saving game progress.
EnableSavedGames// registers a callback to handle game invitations received while the game is not running. WithInvitationDelegate( )// registers a callback for turn based match notifications received while the // game is not running. WithMatchDelegate( )// requests the email address of the player be available. // Will bring up a prompt for consent. RequestEmail// requests a server auth code be generated so it can be passed to an // associated back end server application and exchanged for an OAuth token.
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RequestServerAuthCode( false)// requests an ID token be generated. This OAuth token can be used to // identify the player to other services such as Firebase. InitializeInstance( config);// recommended for debugging: PlayGamesPlatform.
DebugLogEnabled = true;// Activate the Google Play Games platform PlayGamesPlatform. Activate;After activated, you can access the Play Games platform throughSocial.Active. You should only call PlayGamesPlatform.Activate once inyour application.
Making this call will not display anything on the screen andwill not interact with the user in any way. Adding additional ScopesYou can add additional scopes to the authentication process by callingPlayGamesClientConfiguration.Builder.AddOauthScope(scope).Note: adding additional scopes with most likely require user consent whenstarting your game. Sign inTo sign in, call Social.localUser.Authenticate, which is part of thestandard Unity social platform interface. Using GooglePlayGames;using UnityEngine. SocialPlatforms.// show leaderboard UI PlayGamesPlatform.
ShowLeaderboardUI( 'Cfji293fjsieQA '); Accessing Leaderboard dataThere are 2 methods to retrieving the leaderboard score data. Using Social.ILeaderboardThis method uses the ILeaderboard interface to define the scope and filtersfor getting the data. This approach allows you to configure:. The leaderboard Id.
The collection (social or public). The timeframe (daily, weekly, all-time). The rank position to start retrieving scores. The number of scores (the default is 25). Filter by user id.If the from parameter is non-positive, then the results returned areplayer-centered, meaning the scores around the current player's score arereturned.Note: the play game services API only supports paging, so retrieving using ahigh 'from' position will have a performance impact. // call this from Update Debug.
Log( 'Local user's email is ' +(( PlayGamesLocalUser) Social. Email); Retrieving player's ID TokenTo get the player's OAuth ID token:.
Call PlayGamesClientConfiguration.Builder.RequestIdToken when creatingthe configuration. Access the idtoken property ((PlayGamesLocalUser) Social.localUser).GetIdTokenafter the player is authenticated.Note:The ID Token can be used to identify the real player identity. As a resultrequesting the ID Token will cause a consent screen to be presented to the userduring login.
Loading FriendsTo load the friends of the current player, you can use the ISocial framework.This call is asynchronous, so the friends need to be processed in the callback. Using GooglePlayGames;using UnityEngine. SocialPlatforms;// sign out PlayGamesPlatform. SignOut;After signing out, no further API calls can be made until the user authenticates again. Decreasing apk sizeIt is possible to decrease the size of the Play Games Services Unity Plugin by removing code for the Play Games Services features that your game doesn’t use by using Proguard.
Proguard will remove the Play Games Unity plugin code for features that are not used in your game, so your game ships with only the code that is needed and minimizes the size impact of using Play Games Services.Additionally, it is possible to reduce the size of the entire Unity project using Unity’s, which will compress your entire project. This can be used in conjunction with Proguard. Play Games Services Proguard configuration. Go to File Build Settings Player Settings and click Publishing Settings section. Choose Proguard for Minify Release.
Then, enable User Proguard File. If you want the plugin to be proguarded for debug apks as well, you can choose Proguard for Minify Debug. Copy the content of into Assets/Plugins/Android/proguard-user.txt.(Advanced) Using the Plugin Without Overriding the Default Social PlatformWhen you call PlayGamesPlatform.Activate, Google Play Games becomes your default social platform implementation, which means that static calls to methods in Social and Social.Active will be carried out by the Google Play Games plugin. This is the desired behavior for most games using the plugin.However, if for some reason you wish to keep the default implementation accessible (for example, to use it to submit achievements and leaderboards to a different social platform), you can use the Google Play Games plugin without overriding the default one.
To do this:. Do not call PlayGamesPlatform.Activate. If Xyz is the name of a method you wish to call on the Social class, do not call Social.Xyz. Instead, call PlayGamesPlatform.Instance.Xyz. Do not use Social.Active when interacting with Google Play Games. Instead, use PlayGamesPlatform.Instance.That way, you can even submit scores and achievements simultaneously to two or more social platforms.
// Submit achievement to original default social platform Social. ReportProgress( 'MyAchievementIdHere ', 100.0f, callback);// Submit achievement to Google Play PlayGamesPlatform. ReportProgress( 'MyGooglePlayAchievementIdHere ', 100.0f, callback); Special ThanksThis section lists people who have contributed to this project by writing code, improving documentation or fixing bugs. for figuring out that setting JAVAHOME is necessary on Windows.
for fixing a bug with the parameter type of showErrorDialog on the support library. for fixing an issue where OnAchievementsLoaded was not accepting an OPERATIONDEFERRED result code as a success. for helping debug that caused API calls to be queued up rather than executed even when connected.
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