Anish Kumar
syntaxerror247.bsky.social
Anish Kumar
@syntaxerror247.bsky.social
Self-taught programmer, solo game dev, and I make some Android plugins for the #Godot community.

Also a volunteer Android Maintainer @godotengine.org
Your penguin doesn't look happy about this :P
October 28, 2025 at 10:59 AM
I tested it with 4.5, and it works on my end. Please double-check that you’ve added the SHA-1 fingerprint for the correct keystore; the debug one for debug build.
Also, check the debug keystore path in Editor Settings. I ran into the issue initially, then noticed debug keystore was different there.
October 15, 2025 at 10:19 AM
It seems issue with your Firebase Console setup. Please verify that Google Sign-In is enabled, the SHA-1 fingerprint is correctly added, and you’re using the latest google-services.json file for your project.
October 14, 2025 at 11:54 AM
Yep! I’ve experienced the same thing. I can understand English perfectly, but YouTube still wants to dubs it for me.

Like, come on YouTube, I want to enjoy the content in its original language, not some robot-dubbed voice!
September 12, 2025 at 9:40 PM
Tip: If you don’t want to set up a server, you can use a pseudo product ID "available_products" and store all currently active product IDs in its description. On app launch, query this product, read its description, and then fetch the actual products listed there.
September 1, 2025 at 4:48 PM
Yes, you’re right. I tested by deactivating a product, but it still shows up in the query. Unfortunately, I haven’t found a way to check the actual status of a product. You may need to track it on your server or push an app update.
September 1, 2025 at 4:44 PM
Maybe I’m misunderstanding, but I think you mean hiding a product in game by deactivating it in the Play Console? AFAIK when you query products, it only returns the ones that are currently active in the Play Console. So, that functionality is already supported.
August 30, 2025 at 2:50 PM