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Google Play Games Services Integration Guide
For the C++ version of cocos2d-x v3.x - (all other versions)
SDK Version
- ios: Play Games C++ SDK Version 2.1
- android: Google Play Games C++ SDK Version 3.0.1
Integration
Open a terminal and use the following command to install the SDKBOX Google Play Games Services plugin. Make sure you setup the SDKBOX installer correctly.
$ sdkbox import gpg
Warning: Account creation within iOS is no longer supported, please read this blog post for details
After Installation
Android
Update AndroidManifest.xml
Add this meta-data tag to your AndroidManifest.xml
<meta-data android:name="com.google.android.gms.games.APP_ID"
android:value="@string/google_app_id" />
Update string.xml
Add this entry to proj.android/res/values/string.xml
<string name="google_app_id">777734739048</string>
Replace google_app_id
value with your own App Id.
iOS
Set a rootview controller for GPG:
Update proj.ios_mac/ios/RootViewController.h
Add this:
#import <GoogleSignIn/GoogleSignIn.h>
// Change RootViewController class definition to:
@interface RootViewController : UIViewController<GIDSignInUIDelegate>
Set Google Play signin listeners
Update proj.ios_mac/ios/AppController.mm
- Add this method:
- (BOOL)application:(UIApplication *)app openURL:(NSURL *)url options:(NSDictionary *)options {
return [[GIDSignIn sharedInstance] handleURL:url
sourceApplication:options[UIApplicationOpenURLOptionsSourceApplicationKey]
annotation:options[UIApplicationOpenURLOptionsAnnotationKey]];
}
- In this method:
(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
add a call to (before return YES):
// _viewController could also be named
// viewController, depending of the project type.
[GIDSignIn sharedInstance].uiDelegate = _viewController;
Add URL types
Add the following URL types under your project > Info > URL Types
-
URL 1:
- Identifier:
com.google.ReverseClientId
- Url schemes:
com.googleusercontent.apps.777734739048-cdkbeieil19d6pfkavddrri5o19gk4ni
(use this as sample, or put your very own application's url scheme)
- Identifier:
-
URL 2:
- Identifier:
com.google.BundleId
- URL schemes:
com.sdkbox.gpg
(use this as sample or put your own application's bundle id)
- Identifier:
Further info
For more information check out the official documentation
Important Notice
Please make sure the following settings in your project to make the plugin work well.
Disable App Transport Security
Adding the following entry to the info.plist
file:
<key>NSAppTransportSecurity</key>
<dict>
<key>NSAllowsArbitraryLoads</key>
<true/>
</dict>
It should look like this:
Disable Bitcode support
You have to turn off Bitcode support. If you don't, cocos2d-x will fail to build.
Set your game requires full screen
If your game doesn't support all screen orientations, you will need to check Requires full screen
in Xcode. If you do not, your app will fail Apple's submission process.
Whitelist canOpenURL function
This setting depends on what plugins are in your project. You may need to add the required entry to the info.plist
, under LSApplicationQueriesSchemes
.
Usage
Pre-requisites
Your must create your app on Google Play Developer console and all the services must be explicitly enabled and configured in the console.
- Please follow setup guide to setup Google Play Games Services for your game.
- After the setup, please follow config guide to enable different Games Services for your game.
Note: Google Play Games Services will use your release keystore by default, if you want to test your game in debug settings, please link an additional app with debug keystore
Initialize Google Play Games
Initialize the plugin where appropriate in your code. We recommend to do this in the AppDelegate::applicationDidFinishLaunching()
or AppController:didFinishLaunchingWithOptions()
. Make sure to include the appropriate headers:
AppDelegate::applicationDidFinishLaunching()
{
sdkbox::PluginGPG::init();
}
Authorization
All Google Play Game services require user login, make sure you request user to login before using any of the services. For more information take a look at the official documentation
Achievements
For Achievements to work, make sure you linked Game Services with your game, also make sure the game is in "Published" state. For more information please take a look at achievements documentation
Leaderboards
For Leaderboards to work, make sure you linked Game Services with your game, also make sure the game is in "Published" state. For more information please take a look at leaderboards documentation
Saved Games
Saved Games feature requires to be turned on during initialization stage by calling EnableSnapshots()
as well as Enable it in the Google Play Developer Console. For more information please take a look at Saved Games documentation
Real-time multiplayer
For Real-time multiplayer to work, make sure you linked Game Services with your game, also make sure the game is in "Published" state. For more information please take a look at Real-time Multiplayer documentation
Turn-based multiplayer
For Turn-based multiplayer to work, make sure you linked Game Services with your game, also make sure the game is in "Published" state. For more information please take a look at Turn-based Multiplayer documentation
Events and Quests
For Events and Quests to work, make sure you linked Game Services with your game, also make sure the game is in "Published" state. For more information please take a look at Events and Quests documentation
Player Statistics
Player Stats adds useful analytics data to your game. For more information please take a look at Player Stats documentation
Nearby Connections
Nearby Connections enables local multiplayer and screen casting for your game. For more information please take a look at Nearby documentation
API Reference
For C++ API reference for Google Play Games Services, please refer to the official documentation
Manual Integration
If the SDKBOX Installer fails to complete successfully, it is possible to integrate SDKBOX manually. If the installer complete successfully, please do not complete anymore of this document. It is not necessary.
These steps are listed last in this document on purpose as they are seldom needed. If you find yourself using these steps, please, after completing, double back and re-read the steps above for other integration items.
Manual Integration For iOS
Drag and drop the following frameworks from the plugins/ios folder of
theGooglePlay
bundle into your Xcode project, check Copy items if needed
when adding frameworks:
sdkbox.framework
PluginGPG.framework
GoogleAppUtilities.framework
GoogleAuthUtilities.framework
GoogleNetworkingUtilities.framework
GoogleOpenSource.framework
GooglePlus.bundle
GooglePlus.framework
GoogleSignIn.bundle
GoogleSignIn.framework
GoogleSymbolUtilities.framework
GoogleUtilities.framework
gpg.bundle
gpg.framework
The above frameworks depend upon other frameworks. You also need to add the following system frameworks, if you don't already have them:
AddressBook.framework
AssetsLibrary.framework
CoreData.framework
CoreLocation.framework
CoreMotion.framework
CoreTelephony.framework
CoreText.framework
Foundation.framework
MediaPlayer.framework
QuartzCore.framework
SafariServices
Security.framework
StoreKit
Security.framework
SystemConfiguration.framework
libc++.dylib
libz.dylib
Add a linker flag, if your setup requires it, to: Target -> Build Settings -> Linking -> Other Linker Flags:
-ObjC
Code changes
Set a rootview controller for GPG:
Update proj.ios_mac/ios/RootViewController.h
Add this:
#import <GoogleSignIn/GoogleSignIn.h>
// Change RootViewController class definition to:
@interface RootViewController : UIViewController<GIDSignInUIDelegate>
Set Google Play signin listeners
Update proj.ios_mac/ios/AppController.mm
- Add this method:
- (BOOL)application:(UIApplication *)app openURL:(NSURL *)url options:(NSDictionary *)options {
return [[GIDSignIn sharedInstance] handleURL:url
sourceApplication:options[UIApplicationOpenURLOptionsSourceApplicationKey]
annotation:options[UIApplicationOpenURLOptionsAnnotationKey]];
}
- In this method:
(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
add a call to (before return YES):
// _viewController could also be named
// viewController, depending of the project type.
[GIDSignIn sharedInstance].uiDelegate = _viewController;
Add URL types
Add the following URL types under your project > Info > URL Types
-
URL 1:
- Identifier:
com.google.ReverseClientId
- Url schemes:
com.googleusercontent.apps.777734739048-cdkbeieil19d6pfkavddrri5o19gk4ni
(use this as sample, or put your very own application's url scheme)
- Identifier:
-
URL 2:
- Identifier:
com.google.BundleId
- URL schemes:
com.sdkbox.gpg
(use this as sample or put your own application's bundle id)
- Identifier:
Further info
For more information check out the official documentation
Manual Integration For Android
SDKBOX supports three different kinds of Android projects command-line, eclipse and Android Studio.
proj.android
will be used as our<project_root>
for command-line and eclipse projectproj.android-studio
will be used as our<project_root>
for Android Studio project.
Copy Files
Copy the following jar files from plugin/android/libs
folder of this
bundle into your project's
Plugingpg.jar
sdkbox.jar
-
If you're using cocos2d-x from source copy the jar files to:
Android command-line:
cocos2d/cocos/platform/android/java/libs
Android Studio:
cocos2d/cocos/platform/android/libcocos2dx/libs
-
If you're using cocos2d-js or lua copy the jar files to:
Android command-line:
frameworks/cocos2d-x/cocos/platform/android/java/libs
Android Studio:
frameworks/cocos2d-x/cocos/platform/android/libcocos2dx/libs
-
If you're using prebuilt cocos2d-x copy the jar files to:
Android command-line:
<project_root>/libs
Copy jni libs
Copy and overwrite all the folders from plugin/android/jni
to your <project_root>/jni/
directory.
Edit AndroidManifest.xml
Add following meta-data tags:
<meta-data android:name="com.google.android.gms.version"
android:value="@integer/google_play_services_version" />
<meta-data android:name="com.google.android.gms.games.APP_ID"
android:value="@string/google_app_id" />
Make sure to add an entry to the file res/values/string.xml
of the form: <string name="google_app_id">777734739048</string>
Change that value for your own generated play games App Id.
Edit Android.mk
Edit <project_root>/jni/Android.mk
to:
Install in a folder named gpg
inside your proj.android\jni
directory
Add this to your android.mk
file
Add include path
LOCAL_C_INCLUDES += ./gpg/include/
Add static libraries
Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:
LOCAL_WHOLE_STATIC_LIBRARIES += gpg-1
LOCAL_WHOLE_STATIC_LIBRARIES += PluginGPG
LOCAL_WHOLE_STATIC_LIBRARIES += sdkbox
Add a call to:
$(call import-add-path,$(LOCAL_PATH))
before any import-module statements.
Add additional import-module statements at the end:
$(call import-module, ./gpg)
$(call import-module, ./sdkbox)
$(call import-module, ./plugingpg)
Note: It is important to make sure these statements are above the existing $(call import-module,./prebuilt-mk)
statement, if you are using the pre-built libraries.
Modify Application.mk
(Cocos2d-x v3.0 to v3.2 only)
Edit <project_root>/jni/Application.mk
to make sure APP_STL is defined
correctly. If Application.mk
contains APP_STL := c++_static
, it should be
changed to:
APP_STL := gnustl_static
Modify Cocos2dxActivity.java
-
If you're using cocos2d-x from source, assuming you are in the proj.android directory, Cocos2dxActivity.java is located:
../../cocos2d-x/cocos/platform/android/java/src/org/cocos2dx/ lib/Cocos2dxActivity.java
-
If you're using the prebuilt cocos2d-x libraries assuming you are in the
proj.android
directory, Cocos2dxActivity.java is located:./src/org/cocos2dx/lib/Cocos2dxActivity.java
Note: When using Cocos2d-x from source, different versions have Cocos2dxActivity.java in a different location. One way to find the location is to look in proj.android/project.properties. Example:
android.library.reference.1=../../cocos2d-x/cocos/platform/android/java
In this case, Cocos2dxActivity.java should be located at:
../../cocos2d-x/cocos/platform/android/java/src/org/cocos2dx/lib/Cocos2dxActivity.java
- Modify Cocos2dxActivity.java to add the following imports:
import android.content.Intent;
import com.sdkbox.plugin.SDKBox;
- Second, modify Cocos2dxActivity.java to edit the
onCreate(final Bundle savedInstanceState)
function to add a call toSDKBox.init(this);
. The placement of this call is important. It must be done after the call toonLoadNativeLibraries();
. Example:
onLoadNativeLibraries();
SDKBox.init(this);
-
Last, we need to insert the proper overrides code. There are a few rules here.
-
If the method listed has not been defined, add it.
-
If the method listed has been defined, add the calls to
SDKBox
in the same existing function.
-
@Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
if(!SDKBox.onActivityResult(requestCode, resultCode, data)) {
super.onActivityResult(requestCode, resultCode, data);
}
}
@Override
protected void onStart() {
super.onStart();
SDKBox.onStart();
}
@Override
protected void onStop() {
super.onStop();
SDKBox.onStop();
}
@Override
protected void onResume() {
super.onResume();
SDKBox.onResume();
}
@Override
protected void onPause() {
super.onPause();
SDKBox.onPause();
}
@Override
public void onBackPressed() {
if(!SDKBox.onBackPressed()) {
super.onBackPressed();
}
}
Manual Integration for Google Play Services SDK (dependent library only)
Suggestion
Please try the SDKBOX installer first. It will do all the following step for you automatically.
$ sdkbox import googleplayservices
Modify project.properties
An Android Library Reference for Google Play Services is required. The path will be different depending upon your setup. Also, this is an additional download that does not come as part of a standard install. To install use the sdk installer and choose extras->google play services. Here is an example of what this line could look like:
android.library.reference.1=
../android/sdk.latest/extras/google/google_play_services/libproject/
google-play-services_lib
Note: if you already have an android.library.reference.1
you can add
another by incrementing the number as android.library.reference.2
, etc.
Integration manually
We make a lite version of Google Play Services, the project repo is https://github.com/darkdukey/Google-Play-Service-Lite
Copy Files
Copy the gps
folder from plugin
folder of this bundle into your project's
-
If you're using cocos2d-x from source copy the
gps
folder to:Android command-line:
cocos2d/cocos/platform/android/java/libs
Android Studio:
cocos2d/cocos/platform/android/libcocos2dx/libs
-
If you're using cocos2d-js or lua copy the
gps
folder to:Android command-line:
frameworks/cocos2d-x/cocos/platform/android/java/libs
Android Studio:
frameworks/cocos2d-x/cocos/platform/android/libcocos2dx/libs
-
If you're using prebuilt cocos2d-x copy the
gps
folder to:Android command-line:
<project_root>/libs
Modify files for Eclipse
- Modify project.properties
# For source project
android.library.reference.2=../cocos2d/cocos/platform/android/java/libs/gps/
# Or
# For framework project
android.library.reference.1=libs/gps/
Modify files for Android Studio
1. Modify cocos2d/cocos/platform/android/libcocos2dx/build.gradle
dependencies {
+ compile project(':gps')
compile fileTree(dir: '../java/libs', include: ['*.jar'])
}
2. Modify proj.android-studio/app/project.properties
# Project target.
target=android-14
+android.library.reference.1=../cocos2d/cocos/platform/android/java/libs/gps/
3. Modify proj.android-studio/settings.gradle
project(':libcocos2dx').projectDir = new File(settingsDir, '../cocos2d/cocos/platform/android/libcocos2dx')
include ':your_project_name'
project(':your_project_name').projectDir = new File(settingsDir, 'app')
+
+include ':gps'
+project(':gps').projectDir = new File(settingsDir, '../cocos2d/cocos/platform/android/java/libs/gps')
Proguard (optional)
- Edit
project.properties
to specify aProguard
configuration file. Example:
proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
- Edit the file you specified to include the following:
# cocos2d-x
-keep public class org.cocos2dx.** { *; }
-dontwarn org.cocos2dx.**
-keep public class com.chukong.** { *; }
-dontwarn com.chukong.**
# google play service
-keep class com.google.android.gms.** { *; }
-dontwarn com.google.android.gms.**
-keep class com.google.protobuf.** { *; }
-dontwarn com.google.protobuf.**
-keep class * extends java.util.ListResourceBundle {
protected Object[][] getContents();
}
-keep public class com.google.android.gms.common.internal.safeparcel.SafeParcelable {
public static final *** NULL;
}
-keepnames @com.google.android.gms.common.annotation.KeepName class *
-keepclassmembernames class * {
@com.google.android.gms.common.annotation.KeepName *;
}
-keepnames class * implements android.os.Parcelable {
public static final ** CREATOR;
}
#sdkbox
-keep class com.sdkbox.** { *; }
-dontwarn com.sdkbox.**
Note: Proguard only works with Release builds (i.e cocos run -m release
) debug builds do not invoke Proguard rules.