I have setup real-time multiplayer for my Android game on Play Console. The game is currently in open beta and now I wanted to add the multiplayer feature. I have created 2 linked applications for my debug and release certificates.
Code:
gpg::RealTimeRoomConfig config = gpg::RealTimeRoomConfig::Builder().SetMinimumAutomatchingPlayers(1).SetMaximumAutomatchingPlayers(4).Create();
_game_services->RealTimeMultiplayer().
CreateRealTimeRoom(config,
this,
[this](gpg::RealTimeMultiplayerManager::RealTimeRoomResponse const & response) {
string msg;
if (gpg::MultiplayerStatus::VALID == response.status) {
msg = "Room created: ";
msg += response.room.Id();
_txtStat->setString(msg);
//cocos2d::log("create room success");
CCLOG("create room success");
setRoom(response.room);
cocos2d::log("create room");
} else {
msg = "Room failed: ";
msg += to_str(response.status);
_txtStat->setString(msg);
CCLOG("create room failed");
cocos2d::log("create room fail");
}
});
When I deploy the build on an Android device, the code is able to sign in using the test accounts but the room creation code generates “ERROR_NOT_AUTHORIZED” error.
When I test my game settings with the Google’s Android sample project, it works without any issues. Are there any known issues with the SDKBOX GPGS plugin?
I would appreciate any suggestions and thoughts on this topic. Thank you.