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For help on finding the error messages, see the section on checking errors in your browser. If you encounter an error while loading the Maps JavaScript API, please see the table below to find explanations for the error codes. Your application was blocked for non-compliance with the Google Maps Platform Terms of Service, following several email notifications.

To appeal the block and have your implementation reviewed, please complete this form. You will receive a response via email within a few business days. See the guide to Premium Plan authentication.

If you find an error on Chrome JavaScript Console , Firefox Web Console or any other equivalent tools on your browsers, please see the table below to find explanations for the error codes.

The warning describes the possible reasons for an error, or suggests potential issues in your code that loads the Maps JavaScript API. If you receive only warnings without any errors, the API will work correctly on that page. However, we recommend that you fix these potential issues as well.

Learn How. For more information, see API security best practices. To create a new project and get an API key for the project, click the button below. You have not enabled billing on your project.

You have not enabled billing on your project which is causing this error. You must enable Billing on the Google Cloud Project here. Learn more. You may receive this error after creating a new API key if you try to use the key before it is recognized by the system. Please make sure you are using your client ID correctly. The client ID should start with "gme-" prefix. If you see this error even when using your client ID correctly, the client ID may have expired. Please contact your Google Account Manager.

Please make sure you are using a correct API key. Your application uses an unsupported URI scheme. If you are a Premium Plan customer, then you must use either a client parameter with your client ID, or a key parameter with a valid API key.

If you are NOT the website owner, then there are no steps that you can take to fix this error. However, you might want to notify the site owner if possible. Your request has not been completed. You may be able to find the more details about the error in the Cloud Console.

See Cloud Console. Your app's requests will work again at the next daily quota reset. If you are NOT the website owner, there are no steps you can take to fix this error.

However, you may want to notify the site owner if possible. For more details, see the guide to usage limits. The page also explains how you can get higher usage limits. This error may be temporary. You may have supplied a cryptographic key in the client parameter.

You may have supplied an API key in the client parameter. If you don't have any licenses, you must use a key parameter, instead of a client parameter. You may have supplied an invalid channel parameter. Please make sure that you are specifying a valid channel parameter. The client parameter doesn't seem to contain a correct client ID.

A client ID should start with "gme-". You may have supplied an incorrect version number in your script element. Please make sure you are using a correct version number. You may have supplied a cryptographic key or signing secret as a key parameter. You may have supplied a project number as a key parameter. Learn how to get an API key. Please make sure you include a valid API key as a key parameter. To get an API key, click the button below to get started. You may have supplied a retired version in your script element.

Please update your application to use one of the available versions. It won't prevent the Maps JavaScript API from working correctly, but we recommend that you remove the sensor parameter from the script element.

Please remove it from your script element. This won't prevent the Maps JavaScript API from working, but the behavior of your application may change, if you rely on signed-in features. An error has occurred that doesn't fit into the other categories on this page. This could be caused by a temporary problem. Please retry the request after a short delay.

If that doesn't solve the problem, please review the developer's guide to make sure the request has the proper format. This section explains how you can check the window. If you are using any other browsers, please check the developer documentation for your browser. For your reference, this is a list of tools to check window. In Chrome, you can use the JavaScript Console to check window. If any errors or warnings occurred when loading the Maps JavaScript API, they appear as one or more lines in the console.

An error or warning message has the following format:. You can check the error codes table above to find the error code in the error message. You can also find the details about the error message in the API document linked from the message. Note: You can listen for authentication errors programmatically. To help you get your maps code up and running, Brendan Kenny and Mano Marks point out some common mistakes and how to fix them in this video.

Look for typos. Remember that JavaScript is a case-sensitive language. Check the basics - some of the most common problems occur with the initial map creation.

For install-time packs this condition should always be true. In our example, we want to require user interaction to initiate downloading an on-demand pack. Because of this, we do not want to load an on-demand pack if it has not been downloaded since the mechanism for the load would trigger a download.

In the case of the fast-follow asset packs, we always try to load them as it is presumed that they will be automatically downloaded under normal operation. In local testing, as opposed to testing on a Google Play build, fast-follow packs behave like on-demand packs, so this has the side effect of emulating the behavior of a Google Play build. Once the queue of asset packs is populated, the function ends by starting a coroutine to load the asset packs.

RetrieveAssetBundleAsync function for each asset pack name. Since we used the Play Asset Delivery plugin to construct the asset packs, the AssetBundle and asset pack names are identical. RetrieveAssetBundleAsync returns a PlayAssetBundleRequest which is used to monitor the status of a request, and retrieve the results of the request when complete.

However, since we created our asset packs based on AssetBundles using the Play Asset Delivery plugin, we do not currently have the ability to create or use asset packs that incorporate discrete asset files. We will cover how to do so as an optional step later in the codelab.

For the moment, add the following line to the StartLoadingDiscreteAssetPack function to skip to the next state in the loading process:.

Open the GameAssetPack. The GameAssetPack class is a simple container class that holds information about an asset pack. We will also use it to manage request objects returned by PlayAssetDelivery. Right now, the class is a skeleton, with unused properties and functions empty of code. We will implement the missing functionality below. We will now add variables for PlayAssetDelivery request objects. The PlayAssetDelivery. RetrieveAssetBundleAsync is intended for use with asset packs created by the plugin, which only contain a single identically-named AssetBundle.

If you are using an asset pack containing multiple AssetBundles, discrete asset files, or some combination of the two, then you would choose to use PlayAssetPackRequest. We will support both types of request in GameAssetPack. Add the following lines after the other private variable declarations in GameAssetPack :.

We will now fill in empty functions to work with the Play Asset Delivery plugin and the request objects. First, replace the return true statement with following code in the IsDownloaded function:. Finally, locate the IsDownloadActive function and replace the return false statement with the following line:. The GameAssetPack class can now determine whether an asset pack has been downloaded, can start a retrieval request, and check if a retrieval request is active.

After a retrieval request completes successfully, the user of a GameAssetPack needs to be able to access the contents of the asset pack. These functions will also release the internal references to the request objects. Add the following code after the StartDownload function:. In the case of a PlayAssetBundleRequest , we can just return the AssetBundle directly since it represents the sole contents of the asset pack, and is loaded and available for use.

If the retrieval used PlayAssetPackRequest , then we return the PlayAssetPackRequest object itself, as it will be used to retrieve location information for the files contained in the asset pack.

We will add some new functions to GameAssetPack to return information held by a retrieval request. We will be adding:. Locate the existing GetError function. Select it and delete it. In its previous location add the following code after the IsDownloadActive function:.

We will inform the user of the size of an asset pack before the user chooses to download it. To do that, we need to retrieve the size of an asset pack, which is handled by an asynchronous operation returned by PlayAssetDelivery.

A caveat is that install-time asset packs will always return a download size of 0. Add the following code at the bottom of the GameAssetPack class:. InitializeAssetPack function. Find the GameAssetPack. The end result should look like this:. If a device is connected to the Internet via wi-fi, asset packs of any size can be downloaded without user confirmation.

If wi-fi is not available, downloading an asset pack larger than MB in size requires explicit user consent to download using a mobile data connection. ShowCellularDataConfirmation function is used to ask for this consent and retrieve the results.

DidApproveCellularData property with the results. First, add the following code to the empty RequestCellularDataDownload function:. Then, add the following code at the bottom of the GameAssetPack class:.

Open the AssetPackListController. It does this by instantiating instances of the AssetPackInfo prefab for each asset pack. The prefab is then added to the content object of the UI list. The AssetPackInfo prefab contains UI elements for displaying the name and status of an asset pack, a download button for downloading asset packs that are not present on device, and a progress bar for displaying progress of active downloads. The prefab uses the AssetPackInfoController script component to control these elements.

To populate the list, add the following code to the Start function:. Save your changes to the file.

SetAssetPack function to configure the asset pack information for the prefab. Open the AssetPackInfoController. The AssetPackInfoController class keeps track of the state of its assigned asset pack. The UpdateDownloading function is currently empty. We will add code to manage an active download based on the AssetDeliveryStatus of an active Play Asset Delivery request. Add the following code to UpdateDownloading :. UpdateDownloading handles several different conditions reported by the AssetDeliveryStatus of an active delivery request:.

We have completed adding the necessary code to implement asset pack support. Our next step is to test our modified example on a local build. Play Asset Delivery supports local testing on a device without having to upload a build to Google Play. There are a few important differences and limitations to be aware of when testing locally:. Unity includes app bundles as an option in the Android platform build settings.

However, Unity is not aware of asset packs and will not include them in an app bundle when using the standard build commands. The Play Asset Delivery plugin installs additional menu items to build app bundles with asset packs. These commands are available in the Google menu of the Unity menu bar. Note that the asset pack list in the UI is now populated. The On Demand pack has not been downloaded yet, and the images it contains are missing from the image list.

Tapping the Download size in MB button will retrieve the images and add them to the image list you may need to scroll down in the UI to see them. In order to upload a build of the example project to Google Play, we will need to change its package name to a unique identifier, and create a keystore to generate a signed release build.

Every Android app has a unique application ID that looks like a Java package name, such as com. If you already have a game released or uploaded to the Play Console, you already chose a package name for it. The example project currently has an application id of com. To be able to upload it on your account, you need to choose a new, unique application id. Open the Player Settings from the Build Settings window. Android requires that all apps are digitally signed with a certificate before they are installed on a device or updated.

We'll create a "Keystore" for the game in this codelab. If you're publishing an update to an existing game, reuse the same Keystore as you did for releasing previous versions of the app. You can create a Keystore with Android Studio or generate one on the command line.

Using the command line, navigate to a folder where you want to store the key, then run keytool:. Answer the questions about your identity and confirm by entering "yes" when asked if the details are correct. You'll need to enter a password and an alias password. Now that you have a keystore, navigate to Player Settings from the Build Settings window.

In the Android tab, open the Publishing Settings section. Check Custom Keystore , and then select your keystore file. Enter the password that was used for the keystore, the alias name and the alias password. These are the ones you chose when creating the keystore using Android Studio or the keytool command line tool. Note that the keytool command uses the same password for the keystore and alias, which is acceptable for this codelab but discouraged for production apps.

Internal app sharing can be used to easily install builds uploaded to Google Play. To test the example app using internal app sharing, do the following:. The plugin's user interface to configure asset packs is easy to use, but has limitations. It only allows for asset packs to be configured from AssetBundles found in specified folders. It creates an asset pack for each AssetBundle it finds, naming each asset pack for the AssetBundle it contains.

For games that have data architecture requirements that do not fit within this model, it is possible to generate asset packs programmatically through editor scripts. These asset packs can contain any number of AssetBundles, discrete files, or both. In its initial state, the example loaded a discrete asset file from StreamingAssets in addition to the AssetBundles. When we switched to the plugin asset pack generation, that discrete asset was no longer being included in the runtime data.

We will change our asset pack generation process to create a new asset pack that contains the missing discrete asset, in addition to generating the AssetBundle asset packs. First, we will remove the existing asset pack configuration. Click the two Remove buttons to remove the folders from the current configuration and then close the Asset Delivery window.

Next, open the BuildRuntimeAssets. Begin by adding the following lines at the bottom of the list of using statements:. Next, add the following code inside the BuildRuntimeAssets class:.

AssetPackConfig is used to define the contents of asset packs and to save the new asset pack configuration. The plugin build commands from the Google menu in the Unity menu bar use this saved configuration to generate the asset packs when building an Android App Bundle. BuildBundle function to programmatically build an Android App Bundle.

We will now add some code to use this functionality to access our new asset pack containing the discrete image file. Next, we need to implement the LoadDiscreteAssetPack function referenced by our new code. GetAssetLocation function to retrieve location and size information about the asset we want to load.

Now that we are generating the discretepack asset pack file, we need to add it to our list of asset packs in the example UI. Add the following line to the bottom of the Start function:.

We need to make a modification to UpdateDownloading to handle completing a download of our new asset pack. Find the if gameAssetPack. IsSingleAssetBundlePack statement and add the following else block to it:. When the updated example launches, the discrete asset pack will be displayed in the UI list:.

The Play Asset Delivery plugin includes functions to ask for this consent and report the results. While the code we added handles this scenario, the current on-demand asset pack is well under the size limit.

To validate this behavior, we need to increase the size of the on-demand asset pack and submit a new build to Google Play. In the Unity Project explorer, select the Padding folder in the main Assets folder.

Make a group selection of all the numbered Padding images in the folder. At the bottom of the Inspector, change the AssetBundle assignment of the selected assets from None to ondemand. When you run the new version of the app on a device with a mobile data connection, but no active wi-fi connection, tapping the on-demand asset pack Download button will bring up the Asset Pack Manager consent UI.

If the user consents, the on-demand asset pack will download over the mobile data connection. Congratulations, you've successfully integrated Play Asset Delivery into a Unity game and dynamically downloaded assets from Google Play. You are now ready to take advantage of the convenience and flexibility of delivering on-demand content directly from Google Play.

Except as otherwise noted, the content of this page is licensed under the Creative Commons Attribution 4. For details, see the Google Developers Site Policies. What you'll build You'll be taking a Unity project and modifying it to use Play Asset Delivery to manage distribution of its assets. Create asset packs for use with Play Asset Delivery. Use the Play Asset Delivery plugin for Unity to download asset packs.



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