--- name: game-services description: Set up Game Center (App Store) and Play Games Services (Google Play) for a mobile game from one config section - the App ID GAME_CENTER capability, Game Center on for the app and the version, the com.apple.developer.game-center entitlement, leaderboards and achievements with localizations (storebound apple game-center, upsert by vendor id), the Play Games Services project, Android credential with the app signing SHA-1, web OAuth client and publish (console plan play-games-services), the games_APP_ID resource, and leaderboards / achievements through the Games Configuration API (storebound play games). Use when a game adds leaderboards, achievements or platform sign-in, when Game Center sign-in fails, or PGS sign-in fails with a missing APP_ID or a SHA-1 mismatch. --- # Game Center and Play Games Services One `games` section in `storebound.config.ts` drives both stores. The leaderboards and achievements are ONE shared list: each item has your `id` (the App Store vendor identifier) and texts per config language; Play generates its own ids, which you add as `playId` once they exist (until then storebound matches Play items by the default-language name). ```ts games: { gameCenter: true, // App ID capability + Game Center for the app and the version playGames: { appId: '123456789012' }, // the PGS project id (games_APP_ID); set it after step P1 leaderboards: [ { id: 'com.example.game.highscore', sort: 'high', format: 'INTEGER', // Apple formatter names locales: { en: { name: 'High score', suffix: ' points' }, tr: { name: 'En yüksek skor' } } }, ], achievements: [ { id: 'com.example.game.first-win', points: 10, locales: { en: { name: 'First win', description: 'Win a round.' } } }, { id: 'com.example.game.secret', points: 20, hidden: true, steps: 3, // steps: incremental on Play only locales: { en: { name: 'Secret', description: 'Find the secret room.', earned: 'You found it.' } } }, ], }, ``` Limits checked by `storebound check`: Game Center names at most 32 characters, points 0-100 each and 1000 in total; Play points a multiple of 5, 1000 in total, at most 200 achievements, and at least 5 before Play publishes the games project. `platforms: ['ios']` keeps an item on one store. ## Game Center (App Store Connect API) 1. `games.gameCenter: true`, then `storebound apple signing ensure --dry` and without `--dry`: GAME_CENTER is added to the App ID (it never removes a capability). It reads the App ID back; the list can lag (pitfalls). 2. The Xcode target needs the entitlement: Signing & Capabilities > + Game Center, which writes `com.apple.developer.game-center` into the `.entitlements` file named by `CODE_SIGN_ENTITLEMENTS`. `storebound check` and `validate` compare entitlement, App ID and config, and the uploaded IPA's entitlements. 3. `storebound apple game-center --dry`: the plan (Game Center detail for the app, the editable version's switch, every leaderboard / achievement / localization: create, update or keep). Then without `--dry` (asks first): it creates through `POST /v1/gameCenterDetails`, `POST /v1/gameCenterAppVersions`, `/v1/gameCenterLeaderboards`, `/v1/gameCenterAchievements` and their localizations, PATCHes only what differs, and reads everything back. 4. Images (leaderboard / achievement artwork, 512 or 1024 px) are optional for the API and stay in App Store Connect for now. Leaderboards and achievements go to review with the next app version: the owner's Submit for review (`storebound apple submit`). 5. `storebound apple game-center status` (MCP `apple_game_center_status`) shows the state at any time. ## Play Games Services P1. `storebound console plan play-games-services --json` (MCP `console_plan`): the agent drives Play Console and the Google Cloud console with its own browser tool: create the games project, the Android credential (package name + the **App signing key** SHA-1 from Play app signing; the API gives only SHA-256, so read it on that page), the web OAuth client only when a game server exchanges server auth codes (ask the owner), the properties. The agent never presses **Publish**: that is the owner's button. P2. Put the project id into `games.playGames.appId` and the "Get resources" XML into `android/app/src/main/res/values/games-ids.xml`; the manifest needs `` and the app module `com.google.android.gms:play-services-games-v2`. `storebound scan`, `check` and `validate` check all three and that the id matches the config. P3. `storebound play games --dry`, then without `--dry`: inserts / updates the drafts through the Games Configuration API (`achievementConfigurations`, `leaderboardConfigurations`). It prints each new Play id: add it as `playId`. P4. Testers (Play Games Services > Testers) are the owner's to add. The owner presses Publish; then `storebound console verify play-games-services --from-text -` with the page text. ## Declarations A Game Center or PGS player id is a **User ID**: App Privacy > Identifiers > User ID (`appPrivacy.types.USER_ID`, App Functionality, linked) and Play Data safety > Personal info > User IDs (`dataSafety.data.PSL_USER_ACCOUNT`, collected for app functionality). `check` warns when they are missing; ask the owner whether the id is shared. If the game has its own accounts on top, the account-deletion skill applies; the platform account itself is deleted by Apple or Google, not by the game. ## Desktop App info > Game services: both stores side by side (enabled, capability, entitlement, project id, counts vs the config, pending changes), Sync buttons (dry run, then the native confirm dialog) and the PGS setup plan.