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tx350z avatar tx350z commented on May 24, 2024

In my attempt to integrate GPGS into my game I noticed that _ready() is sometimes called after returning from a GPGS pop-up. You might try calling the singleton.init() with the enable pop-ups parameter set to false.

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cgeadas avatar cgeadas commented on May 24, 2024

@tx350z The result is the same - I mean, I don't get the welcome window, but the game still doesn't save and I still get the fail message twice.

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tx350z avatar tx350z commented on May 24, 2024

The one thing I see in the log is you appear to be calling GPGS then calling Admod before the GPGS call completes. You should wait for GPGS to complete all callbacks before calling Admob because it uses callbacks also.

You might want to remove Admob calls until you have GPGS working, then add Admob just to be sure they are not conflicting.

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cgeadas avatar cgeadas commented on May 24, 2024

Admob was installed before, and was working correctly before installing GPGS (one change at a time is a good policy). Anyway, I've followed your suggestion and completely removed Admod, leaving just GPGS. The result was the same.
(In my previous game I have both working together, but the versions are not the same and I didn't tried the savegame feature.)

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cgeadas avatar cgeadas commented on May 24, 2024

The problem was that Godot, when debugging to Android does not sign the apk with the debug keystore specified in the Export Preset but, instead, uses the debug keystore specified at Editor Settings so, the debug signatures were different, leading to GPGS not recognising the game (although sign-in worked well...) and game saves not working.

Yet, load and save continue call twice the callbacks.

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