Creating & Using Correct Google OAuth 2.0 Key for Android IAP & Game Services - google-play-services

I'm having some trouble getting the clientId to configure correctly for use of IAP and Google Play Games leaderboards & achievements in a game I'm ready to launch.
If someone here has experience working with Google Developer Console, and has roped this problem, please be a friend!
I've got the game to login to Google Play Services, but I accidentally deleted that keytool, now using another, but won't login or show achievements. I may have to pay an expert. Let me know if that is you.

Related

Verification process for google picker

my dev and I would like to implement the google picker on our website. It will allow the web-visitor to upload their files from their Google drive to our website.
My dev is now trying to get the API for the google picker however they are asking for a "demo video that showcases the process to request an OAuth token" and we were wondering how we should do it when we don't have the API from google.
We are doing all of this on the staging site and we were wondering how are we suppose to do this demo video when the API is not provided and not installed.
please enlighten us, thank you!
See the question How can I make sure the verification process is as streamlined as possible? in the FAQ. It explains what the verification team is looking for with the video. Mostly it's just about showing how your product uses OAuth and the various APIs -- in your case how it asks for access to Drive, how the picker is used, etc. You're showing the integration from the user perspective.

Testing a Dialogflow app

Is it possible to install a Dialogflow chatbot for testing on my Google Home device
without using the phrase "Talk to my test app?"
I am a rather new user of Dialogflow and have several simple test apps that
I plan to develop as learning exercises. Can set them up for testing on my
personal Google Home device without entering the "Talk to my test app" and without
submitting them for distribution to the Google Home community. I do not consider them
sinificant enough to offer them the the Google community at large.
I anticipate the develop of the following apps: 1 - SillyNameMaker, 2 - Woodchuck,
Gettysburg Address.
Thanks for any help
Jim
If you provide an app name and sample invocations in the "App information" section of the Actions on Google console, you'll be able to use this name to invoke your app on devices that are signed in to the Google account you are using for development.
One thing to note, however, is that you can only have one app in testing at a time. If you start testing a new app, the previous one (even if it is named) will be unavailable.

Google Sign-in for Unity without Google+?

I'm developing an application in Unity, primarily focusing on iOS right now.
For the backend, I decided to try out firebase since they have a Unity package and so far its been pretty painless.
Does a Google Signin option exist for Unity that doesnt involve GooglePlayGames (GPG)?
I'm not interested in integrating to that platform at all, Im really just after the Sign in feature so I can grab the user token and authenticate to Firebase.
I currently have GPG and Firebase up and running...and it works great.
My issue is that if a user is not a Google+ member, they cant authenticate since apparently GPG relies heavy on that.
All I'm really after is a solution for vanilla Google Login that would give me an auth token I can use in Firebase...
If you're familiar with Pokemon Go...a very similar login flow.
With that app i was able to use a google account that doesnt have google+ and everything worked fine.
First of all, don't use the Google Play games plugin; it doesn't work for iOS anyways if you don't have an existing Google Play games account via any Android device usage in past. Even for many Android users Play Games apps won't work because it's not packaged with every Android device.
However, I am using this Google Login Unity plugin in iOS & Android which is available in the Asset Store. It works really well.
https://www.assetstore.unity3d.com/en/content/94517

Device tells us we need Google Play Services to Use Maps on Android device

we've been working with a 3rd party Android device that uses API 17. We want to make a native Google API app so that we can map data for our customers. What happens is the app crashes and it says "Google Play Services required". Is there a workaround to this? can we somehow embed or package a file that is good enough to use Maps? We've spoken with the hardware company and they made a decision to not allow google play services. We are partnering with them to release the device with a couple of apps we offer with the device. Any help is appreciated
Google Play services enables Maps to run on your Android devices, as per Google statement:
With Google Play services, your app can take advantage of the latest,
Google-powered features such as Maps, Google+, and more, with
automatic platform updates distributed as an APK through the Google
Play store. This makes it faster for your users to receive updates and
easier for you to integrate the newest that Google has to offer.
That means you need Google Play services to make Google Maps work.
Download it here.

User Login to iOS application using Google id

I'm struggling to find any information about logging a user into an iOS application using their google id/password. Can anyone point me towards any documentation or resources?