Leaderboard "My Circles" not showing player's friends - google-play-services

I have been integrating the Games Services APIs into my games for a few days now and having a weird problem that can possibly qualify as a bug.
So I've setup a few test players with Gmail accounts and have added them to each other's circles. The problem I am having is that when I start the activity with the leaderboard's intent the "My Circles" tab doesn't show the other players in the current player's circles, even though the players show up on the Public tab.
Is there something obvious that I am missing?

A couple months late, but, considering I've recently run into the exact same problem, I figure I'll post my findings to aid anyone who stumbles upon this question in the future.
I'm assuming that you're still in the testing phase and haven't actually published your game via the Google Play Developer Console. Publishing is the key. There are two tiny sentences buried in a NOTE on this Google developer page:
https://developers.google.com/games/services/common/concepts/leaderboards#creating_a_leaderboard
Note: Social leaderboards will initially be empty until you publish
the corresponding leaderboard by using the Google Play Developer
Console
Social leaderboards won't be useful until after you publish. i.e. You'll never see social leaderboards during testing.

Related

Sonos Cloud API: audioClip synchronised playing in group

Will it be possible in the future to be able to play a audioClip for a whole group?
Now one should iterate all players manually, by which the triggered audioClip is not being played in sync.
Is it planned to be added to the groups (or even the households) API as well?
https://developer.sonos.com/reference/control-api/audioclip/loadaudioclip/
Thanks for your interest in the platform. We're excited to see what our developers are building. We can't comment on future plans, but we'll take your suggestion back to the dev team. We can share that we're adding the ability to play audio clips on bonded players. Keep an eye on the Sonos developer portal blog for updates.

How to dispute Google Play Content Rating Change?

Recently, I received a mail from Google Play Support Team:
This is a notification that the minimum content level of your application, x, with package ID y, has been changed to Medium Maturity (3) by the Google Play Team after a regular review.
REASON FOR CONTENT LEVEL CHANGE: Violation of the Google Play content rating policy.
After a regular review, we have determined that your app includes gambling themes. The content rating of your app has been changed to reflect this content.
Please be advised that additional content rating modifications by the Google Play Team may result in administrative action, up to and including removal of subsequent applications in violation.
All violations are tracked. Serious or repeated violations of any nature will result in the termination of your developer account, and investigation and possible termination of related Google accounts.
We appreciate your contributions towards ensuring an accurate content rating experience for Google Play users.
The Google Play Team
The problem with this mail is that my app is a fitness app where no currency transaction, virtual or real, takes place.
I would like to dispute the unfair content rating given to my app and the unfair threat given to me.
Could any one please help me find an appropriate forum or email where I can forward my dispute?
Thank you!
This is the link I used for a similar email :
https://support.google.com/googleplay/android-developer/answer/2992033?hl=en&ref_topic=3453554
I have not yet gotten an answer.

OnRoomCreated returns an error status code, may be due to Google Play Services update

I want to apologise in advance - my question will be not about programming, but rather about some quirk of Google Play Services we have met.
The situation is the following - we did not update the version or change the settings in developers console, but we got a bit over 10 e-mails from players who cannot play anymore - the game gets something different from STATUS_OK in OnRoomCreated callback. Nothing is wrong with the code - these players were able to play just a day before, which makes me think about Google Play Services updated in background. The issue was first reported not more that 2 weeks ago.
I know it is not much info, but we did not get the issue on our devices. With only 10+ e-mails from 1000+ daily online players, we are rather unlikely to see it.
Actions already tried without success:
Restarting device
Reinstalling the game
Disconnecting the game from Google Settings\Connected Apps
Clearing cache, data and removing updates of Google Play Services
Updating to the most recent version of the library
Here we have run out of ideas. If anyone has met the same, or has any good ideas, please, share them.
This issue seems to be account-specific, and the only known solution so far is to make a new Google account. My guess is that the players affected were playing the game when something happened (Google Play Services updated?), and now they are still marked as playing that game. So, they can't start a new one. The corresponding issue is here:
https://code.google.com/p/play-games-platform/issues/detail?id=70
Update: Google team has marked it Fixed.

Logging into Game Kit Sandbox Problems

I am trying to use Game Kit for leader boards and achievements. I am trying to login using the code in the Apple documents. It works fine apart from it isn't logging into the sandbox. It pops up the pannel asking if I want to "Use Existing Account", "Create New Account" or "Cancel". Now I've seen in tutorials before, under the "Sign in to Game Center" title it says " * * * Sandbox * * * ", however mine does not.
I have set it up in iTunes Connect, I have created a Provisioning Profile and everything has the same bundle identifier (including in the xcode Project). I have even added gameKit BOOL YES into the info.plist. It's driving me slightly spare so any suggestions would be greatly appreciated. I am also using Cocos2D though I can't see how this would be affecting me logging in sandbox mode.
If anybody has anything they can sugest or has experienced this problem, please let me know.
Thanks again everybody.
Baza
Its because your jailbroken. It likely has to do with AppSync, there was a problem a few months ago where everyone was getting put into the sandbox for any game center app. After several attempts at fixing it with no success, they probably went ape s*** and disabled all kinds of sandbox stuff. After several hours of digging, I have not found a way to get into the sandbox. Partially because the Google results are littered with links trying to DISABLE the sandbox.
I fixed this problem a long time ago but I thought I'd tie up the loose end.
It was basically from my own ignorance. When testing a Game Center App you need to create a Apple ID via iTunes Connect -> Manage Users and then create a test user.
Simple solution and came from me skimming the docs and not reading them properly. Lesson learnt. :-D

Location-specific (GPS-based) apps and the Apple Review Process, should they work without GPS too? [edit]

I was wondering if anyone has any experience of submitting location-specific apps to the Apple App store.
What I mean by location-specific is an app that only works when you are at a particular location. For example, a GPS tour of a historical battleground might have content that is triggered at particular lat/long coordinates when the user is at the actual physical location.
So my question is: In order to make the app be likely to be accepted on the app store do I..
(1) Not worry about it as there's evidence that the Apple Reviewers have some way of simulating the GPS. I can then supply lat/long coords to the reviewers so they can experience some of the content.
or (I suspect more likely)
(2) I Need to make it work anywhere in order for the reviewer to see at least some of the content (e.g. have a menu or map interface that allows direct access). This could be a 'secret' option explained in the review notes accessed via a special key combination or something.
Has anyone else run into a situation like this?
Regards,
Ben
Edit: Thanks for the responses. My app has now been accepted by Apple. Interestingly I didn't need to make the app work anywhere or add any new methods of using the app at all, they simply asked me for a video of the app in action. I made a YouTube video of the app (unlisted of course) and sent it to the reviewers.. and now it's accepted! I was very surprised that this is how it worked out!
I asked this same question (and answered it myself) a while back. I basically added a "Drop Pin" feature so the testers (and users) could pretend to be somewhere else.
I submitted an app recently that "works anywhere" (and uses GPS) but "works best" in New England when looking for data (on our server) that is near your current location. The app also supports entering a city & state or zip code to perform searches. So, in the submission, you can tell the reviewers how to test it, and we explained the nature of the app and how to test the functionality by using specific New England locations. The app was approved, for what it's worth.
Basically, when you submit an app, there is an opportunity to give the reviewers guidance. So definitely tell them what they need to know to make your app work for them, wherever they might be in the world! :-)