When I'm trying to save or load my game with Google Play Games plugin (even if i logged in), logcat shows me this: Tried different ways to save the game, but it shows again and again. Ps achievements and leaderboard works fine.
Here is script where I call save and load process:
#if UNITY_ANDROID
using UnityEngine;
using System;
using System.Collections.Generic;
//gpg
using GooglePlayGames;
using GooglePlayGames.BasicApi;
using GooglePlayGames.BasicApi.SavedGame;
//for encoding
using System.Text;
//for extra save ui
using UnityEngine.SocialPlatforms;
//for text, remove
using UnityEngine.UI;
public class SaveManager :MonoBehaviour{
private static SaveManager _instance;
public static SaveManager Instance{
get{
if (_instance == null) {
_instance = new SaveManager();
}
return _instance;
}
}
//keep track of saving or loading during callbacks.
private bool m_saving;
//save name. This name will work, change it if you like.
private static string m_saveName = "game_save_name";
//This is the saved file. Put this in seperate class with other variables for more advanced setup. Remember to change merging, toBytes and fromBytes for more advanced setup.
private string saveString = "";
//check with GPG (or other*) if user is authenticated. *e.g. GameCenter
private bool Authenticated {
get {
return Social.Active.localUser.authenticated;
}
}
//merges loaded bytearray with old save
private void ProcessCloudData(byte[] cloudData) {
if (cloudData == null) {
Debug.Log("No data saved to the cloud yet...");
return;
}
Debug.Log("Decoding cloud data from bytes.");
string progress = FromBytes(cloudData);
Debug.Log("Merging with existing game progress.");
MergeWith(progress);
}
//load save from cloud
public void LoadFromCloud(){
Debug.Log("Loading game progress from the cloud.");
m_saving = false;
((PlayGamesPlatform)Social.Active).SavedGame.OpenWithAutomaticConflictResolution(
m_saveName, //name of file.
DataSource.ReadCacheOrNetwork,
ConflictResolutionStrategy.UseLongestPlaytime,
SavedGameOpened);
}
//overwrites old file or saves a new one
public void SaveToCloud() {
if (Authenticated) {
Debug.Log("Saving progress to the cloud... filename: " + m_saveName);
m_saving = true;
//save to named file
((PlayGamesPlatform)Social.Active).SavedGame.OpenWithAutomaticConflictResolution(
m_saveName, //name of file. If save doesn't exist it will be created with this name
DataSource.ReadCacheOrNetwork,
ConflictResolutionStrategy.UseLongestPlaytime,
SavedGameOpened);
} else {
Debug.Log("Not authenticated!");
}
}
//save is opened, either save or load it.
private void SavedGameOpened(SavedGameRequestStatus status, ISavedGameMetadata game) {
//check success
if (status == SavedGameRequestStatus.Success){
//saving
if (m_saving){
//read bytes from save
byte[] data = ToBytes();
//create builder. here you can add play time, time created etc for UI.
SavedGameMetadataUpdate.Builder builder = new SavedGameMetadataUpdate.Builder();
SavedGameMetadataUpdate updatedMetadata = builder.Build();
//saving to cloud
((PlayGamesPlatform)Social.Active).SavedGame.CommitUpdate(game, updatedMetadata, data, SavedGameWritten);
//loading
} else {
((PlayGamesPlatform)Social.Active).SavedGame.ReadBinaryData(game, SavedGameLoaded);
}
//error
} else {
Debug.LogWarning("Error opening game: " + status);
}
}
//callback from SavedGameOpened. Check if loading result was successful or not.
private void SavedGameLoaded(SavedGameRequestStatus status, byte[] data) {
if (status == SavedGameRequestStatus.Success){
Debug.Log("SaveGameLoaded, success=" + status);
ProcessCloudData(data);
} else {
Debug.LogWarning("Error reading game: " + status);
}
}
//callback from SavedGameOpened. Check if saving result was successful or not.
private void SavedGameWritten(SavedGameRequestStatus status, ISavedGameMetadata game) {
if (status == SavedGameRequestStatus.Success){
Debug.Log("Game " + game.Description + " written");
} else {
Debug.LogWarning("Error saving game: " + status);
}
}
//merge local save with cloud save. Here is where you change the merging betweeen cloud and local save for your setup.
private void MergeWith(string other) {
if (other != "") {
saveString = other;
} else {
Debug.Log("Loaded save string doesn't have any content");
}
}
//return saveString as bytes
private byte[] ToBytes() {
byte[] bytes = Encoding.UTF8.GetBytes(saveString);
return bytes;
}
//take bytes as arg and return string
private string FromBytes(byte[] bytes) {
string decodedString = Encoding.UTF8.GetString(bytes);
return decodedString;
}
// -------------------- ### Extra UI for testing ### --------------------
//call this with Unity button to view all saves on GPG. Bug: Can't close GPG window for some reason without restarting.
public void showUI() {
// user is ILocalUser from Social.LocalUser - will work when authenticated
ShowSaveSystemUI(Social.localUser, (SelectUIStatus status, ISavedGameMetadata game) => {
// do whatever you need with save bundle
});
}
//displays savefiles in the cloud. This will only include one savefile if the m_saveName hasn't been changed
private void ShowSaveSystemUI(ILocalUser user, Action<SelectUIStatus, ISavedGameMetadata> callback) {
uint maxNumToDisplay = 3;
bool allowCreateNew = true;
bool allowDelete = true;
ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
if (savedGameClient != null) {
savedGameClient.ShowSelectSavedGameUI(user.userName + "\u0027s saves",
maxNumToDisplay,
allowCreateNew,
allowDelete,
(SelectUIStatus status, ISavedGameMetadata saveGame) => {
// some error occured, just show window again
if (status != SelectUIStatus.SavedGameSelected) {
ShowSaveSystemUI(user, callback);
return;
}
if (callback != null)
callback.Invoke(status, saveGame);
});
} else {
// this is usually due to incorrect APP ID
Debug.LogError("Save Game client is null...");
}
}
}
#endif
............................
I had the same problem and it was because I ticked the minify by R8 removing the tick resolved the issue for me and I tested it again enabling R8 minify just gives me the exact exception you have.
this option is at the end of other settings
drop down at player settings
also this exception only happens when Developement Build
is disabled
Ensure that the function header matches with the Call()
or CallStatic()
method. If your method accepts any arguments then you must have to create a parameters array and pass it to the Call()
method. Else it will through the mentioned error.
Assume that, you have a [ICODE]PrintString[/ICODE] method which accepts two arguments.
public void PrintString(Context context, final String message )
{
//create/show an android toast, with the message and short duration.
new Handler(Looper.getMainLooper()).post(new Runnable() {
@Override
public void run() {
Toast.makeText(context, message, Toast.LENGTH_SHORT).show();
}
});
}
Then you have to call the method in the Unity app like this,
public void ShowToast(string msg) {
if (Application.platform == RuntimePlatform.Android) {
// Retrieve the UnityPlayer class.
AndroidJavaClass unityPlayerClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
// Retrieve the UnityPlayerActivity object ( a.k.a. the current context )
AndroidJavaObject unityActivity = unityPlayerClass.GetStatic<AndroidJavaObject>("currentActivity");
// Retrieve the "Bridge" from our native plugin.
// ! Notice we define the complete package name.
AndroidJavaObject alert = new AndroidJavaObject("com.codemaker.mylibrary.Alert");
// Setup the parameters we want to send to our native plugin.
object[] parameters = new object[2];
parameters[0] = unityActivity;
parameters[1] = msg;
// Call PrintString in bridge, with our parameters.
alert.Call("PrintString", parameters);
}
}
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