title: Google Play Games Service in Unity doesn't authenticate
body: <p>GPG service does not work</p>
  
  <p>It shows the native GPG window, but when it’s closed the <code>PlayGamesPlatform.Instance.Authenticate()</code> callback returns <code>NetworkError</code></p>
  
  <p>In the Google Play Console:
  Created "Game service”.</p>
  
  <ul>
  <li><p>In the “Game details” section, added a description 512x512 and 1024x500 icons.</p></li>
  <li><p>In the “Linked apps” section, added an android application and completed authentication (OAuth 2.0 key was automatically created)</p></li>
  <li><p>In the “Achievements” section, created an achievement with a description and a 512x512 icon.</p></li>
  <li><p>In the "Testing" section added a gmail account for testing</p></li>
  <li><p>In the “Publishing” section, clicked Publish.</p></li>
  </ul>
  
  <p>In the Google API:</p>
  
  <ul>
  <li><p>Activated Google Drive API and Google Play Android developer API (without creating any keys)</p></li>
  <li><p>Checked the SHA-1 in the OAuth key for Android and in “Release management”> ”App singing”> ”App signing certificate”</p></li>
  </ul>
  
  <p>In Unity:</p>
  
  <ul>
  <li><p>Downloaded the latest release from <a href="https://github.com/playgameservices/play-games-plugin-for-unity" rel="nofollow noreferrer">https://github.com/playgameservices/play-games-plugin-for-unity</a></p></li>
  <li><p>In Window> Google Play games> Setup> Android setup, copied the xml format text from the “Achievements” section of the Google Play Console using the “Get resources” link, the ClientID format is 123456789123456-fffffffffffffffffffffffff.apps.googleusercontent.com</p></li>
  </ul>
  
  <p>The test build was signed with the same key as the application posted on Google Play with the same Company name and Product Name</p>
  
  <pre><code>PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder()
  .RequestIdToken()
  .Build();
  
  PlayGamesPlatform.DebugLogEnabled = true;
  PlayGamesPlatform.InitializeInstance(config);
  PlayGamesPlatform.Activate();
  
  PlayGamesPlatform.Instance.Authenticate(SignInInteractivity.CanPromptAlways, ((SignInStatus status) =&gt;
  {
          if (status == SignInStatus.Success)
          {
              print( $"Welcome {PlayGamesPlatform.Instance.GetUserDisplayName()}\n");
          }
          else
          {
              print($"Fail:{status}");
          }
  }));
  </code></pre>
  
  <p>On debugging in Unty Console I have</p>
  
  <pre><code>&lt;i&gt;AndroidPlayer(ADB@127.0.0.1:34999)&lt;/i&gt; Returning an error code.
   #0 0x443df5a (libunity.so) GetStacktrace(int) 0x25
   #1 0x4e788b6 (libunity.so) DebugStringToFile(DebugStringToFileData const&amp;) 0x169
   #2 0x49875fe (libunity.so) DebugLogHandler::Internal_Log(LogType, LogOption, core::basic_string&lt;char, core::StringStorageDefault&lt;char&gt; &gt;, Object*) 0x65
   #3 0x498754e (libunity.so) DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeObjectPtrOpaque*) 0xb5
  </code></pre>