title: Google Play Games Service : ERROR_NOT_AUTHORIZED, when rollout for Beta
body: <p>Google Play Games Service : SIGN_IN status: ERROR_NOT_AUTHORIZED, when rollout for Beta.
  And also this :-</p>
  
  <pre><code>W Auth    : [GetToken] GetToken failed with status code: UNREGISTERED_ON_API_CONSOLE
  E TokenRequestor: You have wrong OAuth2 related configurations, please check. Detailed error: UNREGISTERED_ON_API_CONSOLE
  </code></pre>
  
  <p>If i Build and Run Directly from Unity , everything works fine.
  But When i Rollout a Beta, it shows Sign In Google green box with a loading circle (then accounts -> select beta tester Email), and then nothing.</p>
  
  <p>Using :-</p>
  
  <ul>
  <li>GooglePlayGamesPlugin-0.9.38a</li>
  <li>unity 5.6.03</li>
  <li>sdk components updated rev 40 , rev 51</li>
  </ul>
  
  <p>Things i did :-</p>
  
  <ol>
  <li>Created a new application google play console</li>
  <li>added apk, made beta and then production rollout.</li>
  <li>later i added play game services in new update , made beta rollout.</li>
  <li>note - all apk , rollout use same keystore and package name.</li>
  <li>Google Play Console -> Release Management -> App signing : Upload
  certificate SHA1 is same as Google API -> Project -> Client ID for
  Android SHA1</li>
  </ol>
  
  <p>Play game settings :- </p>
  
  <ul>
  <li>Beta tester Emails : Open</li>
  <li>game save data : off</li>
  <li>Testing emails : emails added</li>
  <li>testing for Alpha and Beta : both tick (green)</li>
  </ul>
  
  <p>Following log :</p>
  
  <pre><code>05-23 12:55:44.400 28917 29002 I GamesNativeSDK: Auth operation started: SIGN IN
  
  05-23 12:55:44.400 28917 29002 I GamesNativeSDK: Connecting to Google Play...
  
  05-23 12:55:44.522 28917 28948 W Unity : !!! [Play Games Plugin DLL] 05/23/17 12:55:44 +05:30 WARNING: Creating new PlayGamesPlatform
  
  05-23 12:55:44.522 28917 28948 W Unity :
  
  05-23 12:55:44.522 28917 28948 W Unity : (Filename: ./artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
  
  05-23 12:55:44.522 28917 28948 W Unity :
  
  05-23 12:55:44.522 28917 28948 I Unity : [Play Games Plugin DLL] 05/23/17 12:55:44 +05:30 DEBUG: Activating PlayGamesPlatform.
  
  05-23 12:55:44.523 28917 28948 I Unity : [Play Games Plugin DLL] 05/23/17 12:55:44 +05:30 DEBUG: PlayGamesPlatform activated: GooglePlayGames.PlayGamesPlatform
  
  05-23 12:55:44.523 28917 28948 I Unity : [Play Games Plugin DLL] 05/23/17 12:55:44 +05:30 DEBUG: Creating platform-specific Play Games client.
  
  05-23 12:55:44.523 28917 28948 I Unity : [Play Games Plugin DLL] 05/23/17 12:55:44 +05:30 DEBUG: Creating Android IPlayGamesClient Client
  
  05-23 12:55:44.523 28917 28948 I Unity : [Play Games Plugin DLL] 05/23/17 12:55:44 +05:30 DEBUG: Starting Auth Transition. Op: SIGN_IN status: ERROR_NOT_AUTHORIZED
  
  05-23 12:55:44.523 28917 28948 I Unity : [Play Games Plugin DLL] 05/23/17 12:55:44 +05:30 DEBUG: Invoking callbacks, AuthState changed from silentPending to Unauthenticated.
  
  05-23 12:55:44.523 28917 28948 I Unity : [Play Games Plugin DLL] 05/23/17 12:55:44 +05:30 DEBUG: there are pending auth callbacks - starting AuthUI
  </code></pre>
  
  <p>C# Code :</p>
  
  <pre><code>     using UnityEngine;
       using GooglePlayGames;
       using GooglePlayGames.BasicApi;
       using UnityEngine.SocialPlatforms;
  
       public class PlayGameManger : MonoBehaviour {
  
           public static PlayGameManger Instance{ set; get;}
           public bool isLogedIn;
           void Awake () {
               if (Instance == null) {
                   Instance = this;
                   isLogedIn = false;
                   PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder ().Build();
                   PlayGamesPlatform.InitializeInstance (config);
                   PlayGamesPlatform.DebugLogEnabled = true;
                   PlayGamesPlatform.Activate ();
                   SignIn ();
                   DontDestroyOnLoad (gameObject);
               } else {
                   Destroy (gameObject);
               }
           }
  
           public void SignIn(){
               if (isLogedIn == false) {
                   Social.localUser.Authenticate (success =&gt; {
                       isLogedIn = success;
                       //Debug.Log("Signin : "+success);
                   });
               }
           }
   // Achievements and other code here
   }
  </code></pre>
  
  <p>Help,
  thanks :)</p>