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Question by de la Plata Ramos · Jun 24, 2016 at 04:59 AM · unity 5google play gamesauthentication

Google Play Services: Authentication Failed always

Hi everyone, I have a problem with authenticate. The authenticate always fail and I can't understand the cause (not only fail in the editor, in my device too). Here is the code:

 using UnityEngine;
 using UnityEngine.SceneManagement;
 using UnityEngine.UI;
 using UnityEngine.Advertisements;
 using System.Collections;
 using System.Collections.Generic;
 using GooglePlayGames;
 using UnityEngine.SocialPlatforms;
 using GooglePlayGames.BasicApi;
 using UnityEngine.Analytics;
 
 public class Menu : MonoBehaviour {
 
     public Text record;
 
     public GameObject test;
 
     /**
          Indicador del jugador de que no ha iniciado sesión, y no podrá acceder al  ranking ni a los logros.
      */
     public GameObject signIn;
 
 
     void Start()
     {        
         PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder ().Build ();
         PlayGamesPlatform.InitializeInstance(config);
         GooglePlayGames.PlayGamesPlatform.DebugLogEnabled = true;
         GooglePlayGames.PlayGamesPlatform.Activate ();
 
 
         Advertisement.Initialize ("CORRECT_NUMBER", true);
         test.SetActive (false);
         SignIn ();
 
         if (PlayerPrefs.HasKey("record"))
         {
             record.text = "Record actual: " + PlayerPrefs.GetInt("record");
             Analytics.CustomEvent ("Start Play", new Dictionary<string, object>{ { "Record", PlayerPrefs.GetInt("record")} });
         } else {
                 record.text = "Consigue un record!!";
         }
     }
 
     public void OnPlay()
     {
         ShowAd ();
         SceneManager.LoadScene("Jugar");
         Time.timeScale = 0;
     }
 
     public void OnArc$$anonymous$$evements()
     {
         if (Social.Active.localUser.authenticated) {
             Social.Active.ShowAc$$anonymous$$evementsUI ();
         } else {
             Social.Active.localUser.Authenticate ((bool success) => {
                 if (success) {
                     Social.Active.ShowAc$$anonymous$$evementsUI ();            
                 }
             });
         }
 
     }
 
     public void OnMatc$$anonymous$$ng()
     {
         if (Social.Active.localUser.authenticated) {
             Social.Active.ShowLeaderboardUI ();
         } else {
             Social.Active.localUser.Authenticate ((bool success) => {
                 if (success) {
                     Social.Active.ShowLeaderboardUI ();        
                 }
             });
         }
     }
 
     public void OnExit()
     {
         Analytics.CustomEvent ("Stop Play", new Dictionary<string, object>{ { "Record", PlayerPrefs.GetInt("record")} });
         Application.Quit();
     }
 
     public void SignIn()
     {
         Social.Active.localUser.Authenticate (ProcessAuthentication);
     }
 
     public void Later()
     {
         signIn.SetActive (false);
     }
 
     public void ShowAd()
     {
         if (Advertisement.IsReady())
         {
             Advertisement.Show();
         }
     }
 
     void ProcessAuthentication (bool success) 
     {
         if (true == success) 
         {
             Debug.Log ("AUTHENTICATED!");
             if (Social.Active.localUser.authenticated) 
             {
                 Social.Active.LoadAc$$anonymous$$evements (ProcessLoadedAc$$anonymous$$evements);
                 Social.Active.LoadScores (Fireball.GPGSIds.leaderboard_ranking, ProcessLoadedScores );
                 if (PlayerPrefs.HasKey ("record"))
                 {
                     Social.Active.ReportScore (PlayerPrefs.GetInt ("record"),Fireball.GPGSIds.leaderboard_ranking, (bool report) => { });
                 }
                 signIn.SetActive (false);
                 test.SetActive (true);
             }
         } else {
             Debug.Log("Failed to authenticate");
             signIn.SetActive (true);
         }
     }
 
     void ProcessLoadedAc$$anonymous$$evements (IAc$$anonymous$$evement[] ac$$anonymous$$evements) 
     {
         if (ac$$anonymous$$evements.Length == 0)
         {
             Debug.Log ("Error: no ac$$anonymous$$evements found");
         }
         else
         {
             Debug.Log ("Got " + ac$$anonymous$$evements.Length + " ac$$anonymous$$evements");
         }
     }
 
     void ProcessLoadedScores (IScore[] scores) 
     {
         if (scores.Length == 0)
         {
             Debug.Log ("Error: no scores found");
         }
         else
         {
             Debug.Log ("Got " + scores.Length + " scores");
         }
     }
 }
 

The object "test" is only a w$$anonymous$$te box that only appears when the authentication success. The console don't show me any type of error, so I don't know where find the problem... Any idea what's the problem? PD: I use version 0.9.34 and Unity 5.3.5f1

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