Google Play Games does not work with Unity

I've been having real problems for the Unity plugin for Google Play Games to work.
At one time it was working very well.
He could log in, write in the leaderboard and save / search games.

Suddenly, everything was pear-shaped and nothing works.
First refused to save games and now refuses to even log.
The "login" pop-up window appears, but it does not appear on the screen to choose the "user" you want from your device or the name of the current user appears.

I tried to uninstall the application and delete the cache and storage of Play Games without success.

I turned on debugging and this is the look of the logcat:

                08-06 01: 08: 52.913 26556-26556 / il.co.anykey.games.duckgames.duckduckduck V / GamesNativeSDK: The Play Games callback indicates a connection failure.
08-06 01: 08: 53.116 26556-26582 / il.co.anykey.games.duckgames.duckduckduck W / Unity: !!! [Play Games Plugin DLL] 08/06/18 1:08:53 +03: 00 WARNING: Creating the new PlayGames Platform
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: LogWarning (object)
GooglePlayGames.OurUtils.c__AnonStorey1: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 68)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 08: 53.117 26556-26582 / il.co.anykey.games.duckgames.duckduckduck W / Unity: *** [Play Games Plugin DLL] 08/06/18 1:08:53 +03: 00 ERROR: There is no client available, returning null.
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: LogWarning (object)
GooglePlayGames.OurUtils.c__AnonStorey2: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 77)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 08: 53.118 26556-26582 / il.co.anykey.games.duckgames.duckduckduck W / Unity: !!! [Play Games Plugin DLL] 06/08/18 1:08:53 +03: 00 WARNING: PlayGamesPlatform is already initialized. Ignoring this call.
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: LogWarning (object)
GooglePlayGames.OurUtils.c__AnonStorey1: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 68)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 08: 53.119 26556-26582 / il.co.anykey.games.duckgames.duckduckduck I / Unity:  [Play Games Plugin DLL] 08/06/18 1:08:53 +03: 00 DEBUG: Activating PlayGamesPlatform.
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: Log (Object)
GooglePlayGames.OurUtils.c__AnonStorey0: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 59)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 08: 53.120 26556-26582 / il.co.anykey.games.duckgames.duckduckduck I / Unity:  [Play Games Plugin DLL] 08/06/18 1:08:53 +03: 00 DEBUG: PlayGamesPlatform activated: GooglePlayGames.PlayGamesPlatform
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: Log (Object)
GooglePlayGames.OurUtils.c__AnonStorey0: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 59)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 08: 53.121 26556-26582 / il.co.anykey.games.duckgames.duckduckduck I / Unity:  [Play Games Plugin DLL] 08/06/18 1:08:53 +03: 00 DEBUG: Creating a specific gaming client for the platform.
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: Log (Object)
GooglePlayGames.OurUtils.c__AnonStorey0: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 59)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 08: 53.122 26556-26582 / il.co.anykey.games.duckgames.duckduckduck I / Unity:  [Play Games Plugin DLL] 08/06/18 1:08:53 +03: 00 DEBUG: Creating the Android client IPlayGamesClient
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: Log (Object)
GooglePlayGames.OurUtils.c__AnonStorey0: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 59)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 08: 53.123 26556-26582 / il.co.anykey.games.duckgames.duckduckduck I / Unity:  [Play Games Plugin DLL] 08/06/18 1:08:53 +03: 00 DEBUG: Initiating the authentication transition. Op: Status SIGN_IN: ERROR_NOT_AUTHORIZED
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: Log (Object)
GooglePlayGames.OurUtils.c__AnonStorey0: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 59)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 08: 53.124 26556-26582 / il.co.anykey.games.duckgames.duckduckduck I / Unity:  [Play Games Plugin DLL] 08/06/18 1:08:53 +03: 00 DEBUG: Invoking callbacks, AuthState changed from silentPending to Unuthenticated.
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: Log (Object)
GooglePlayGames.OurUtils.c__AnonStorey0: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 59)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 08: 53.125 26556-26582 / il.co.anykey.games.duckgames.duckduckduck I / Unity:  [Play Games Plugin DLL] 08/06/18 1:08:53 +03: 00 DEBUG: there are pending authentication callbacks - starting AuthUI
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: Log (Object)
GooglePlayGames.OurUtils.c__AnonStorey0: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 59)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 08: 53.398 26556-26556 / il.co.anykey.games.duckgames.duckduckduck V / GamesNativeSDK: The Play Games callback indicates a connection failure.
08-06 01: 08: 54,013 6280-6280 / il.co.anykey.apps.floatingvolume D / CatchAppStartsService: onAccessibilityEvent = EventType: TYPE_WINDOW_STATE_CHANGED; Time of events: 25116461; Package name: com.google.android.play.games; MovementGranularity: 0; Action: 0 [ ClassName: com.google.android.gms.games.ui.signin.SignInActivity; Text: [Google Play Games]; ContentDescription: null; ItemCount: -1; CurrentItemIndex: -1; It is enabled: true; IsPassword: false; IsChecked: false; IsFullScreen: true; Scrollable: false; BeforeText: null; From the index: -1; Index of index: -1; ScrollX: -1; ScrollY: -1; MaxScrollX: -1; MaxScrollY: -1; Account added: -1; RemovedCount: -1; ParcelableData: null]; recordCount: 0
08-06 01: 08: 58.724 26556-26582 / il.co.anykey.games.duckgames.duckduckduck I / Unity:  [Play Games Plugin DLL] 08/06/18 1:08:58 +03: 00 DEBUG: The application is paused, which disconnects the RTMP client. Leaving the room.
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: Log (Object)
GooglePlayGames.OurUtils.c__AnonStorey0: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 59)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 08: 58.949 26556-26556 / il.co.anykey.games.duckgames.duckduckduck V / GamesNativeSDK: The Play Games callback indicates a connection failure.
08-06 01: 09: 00.417 26556-26556 / il.co.anykey.games.duckgames.duckduckduck V / GamesNativeSDK: The Play Games callback indicates a connection failure.
08-06 01: 09: 01.880 26556-26556 / il.co.anykey.games.duckgames.duckduckduck V / GamesNativeSDK: The Play Games callback indicates a connection failure.
08-06 01: 09: 03.604 26556-26556 / il.co.anykey.games.duckgames.duckduckduck V / GamesNativeSDK: The Play Games callback indicates a connection failure.
08-06 01: 09: 03.622 26556-26582 / il.co.anykey.games.duckgames.duckduckduck I / Unity:  [Play Games Plugin DLL] 08/06/18 1:09:03 +03: 00 DEBUG: Initiating the authentication transition. Op: Status SIGN_IN: ERROR_NOT_AUTHORIZED
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: Log (Object)
GooglePlayGames.OurUtils.c__AnonStorey0: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 59)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 09: 03.625 26556-26582 / il.co.anykey.games.duckgames.duckduckduck I / Unity:  [Play Games Plugin DLL] 06/08/18 1:09:03 +03: 00 DEBUG: AuthState == Return of authenticated calls not authenticated with error
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: Log (Object)
GooglePlayGames.OurUtils.c__AnonStorey0: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 59)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)
08-06 01: 09: 03.676 26556-26582 / il.co.anykey.games.duckgames.duckduckduck I / Unity:  [Play Games Plugin DLL] 08/06/18 1:09:03 +03: 00 DEBUG: Invocation of the user's callback in the game thread
UnityEngine.DebugLogHandler: Internal_Log (LogType, String, Object)
UnityEngine.DebugLogHandler: LogFormat (LogType, Object, String, Object[])
UnityEngine.Logger: Log (LogType, Object)
UnityEngine.Debug: Log (Object)
GooglePlayGames.OurUtils.c__AnonStorey0: <> m__0 () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  Logger.cs: 59)
GooglePlayGames.OurUtils.PlayGamesHelperObject: Update () (in C:  Users  user  Unity Projects  DuckDuckDuck  Assets  GooglePlayGames  OurUtils  PlayGamesHelperObject.cs: 135)

(File name: C Line: 0)

I have a singleton that encapsulates all the calls to the games of the game.
Interestingly, it was when I created this when the game saved stopped working. But now everything has failed.

using GooglePlayGames;
using GooglePlayGames.BasicApi;
using GooglePlayGames.BasicApi.SavedGame;
using the system;
using UnityEngine;

public class GooglePlayGameController {
    [Serializable]
    private class SaveData
{
private int level;
private int score;

Save public data (int level, int score)
{
this.Level = level;
this.Score = score;
}

public int level
{
obtain
{
return level;
}

set
{
level = value;
}
}

public int score
{
obtain
{
return score
}

set
{
score = value;
}
}
}

static static installation of GooglePlayGameController _instance;


Static public instance of GooglePlayGameController
{
obtain
{
yes (_instance == null)
_instance = new GooglePlayGameController ();

back _instance;
}
}


GooglePlayGameController public ()
{
PlayGamesClientConfiguration config = new PlayGamesClientConfiguration.Builder ()
.EnableSavedGames ()
.Build();
PlayGamesPlatform.InitializeInstance (config);

// recommended for debugging:
PlayGamesPlatform.DebugLogEnabled = true;
GooglePlayGames.PlayGamesPlatform.Activate ();
}

Public void AuthenticateGamePlayUser (Action call back)
{
Social.localUser.Authenticate ((bool success) =>
{
yes (success)
{
SavedValues.SetgamePlayLogin (SavedValues.GamePlayLogin.YES);
}
plus
{
SavedValues.SetgamePlayLogin (SavedValues.GamePlayLogin.NO);
}
callback (success);
});
}

public void LoadSavedGame (Action call back)
{
ShowSelectUI ((showSelectUiStatus, metadata) =>
{
if (showSelectUiStatus == SelectUIStatus.SavedGameSelected)
{
OpenSavedGame (metadata.Filename, (openSavedGameRequestStatus, savedGameMetadata) => {
LoadGameData (savedGameMetadata, (loadGameDataRequestStatus, data) =>
{
if (loadGameDataRequestStatus == SavedGameRequestStatus.Success)
{
SaveData saveData = (SaveData) Utilities.ByteArrayToObject (data);
callback (true, saveData.Level, saveData.Score);
}
});
});
}
});
callback (false, 0, 0);
}

Private vacuum ShowSelectUI (Action call back)
{
uint maxNumToDisplay = 100;
bool allowCreateNew = false;
bool allowDelete = true;

ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
savedGameClient.ShowSelectSavedGameUI ("Select saved game",
maxNumToDisplay,
Allow Create New,
Allow Delete
call back);
}

OpenSavedGame private empty (string file name, Action call back)
{
ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
savedGameClient.OpenWithAutomaticConflictResolution (file name, DataSource.ReadCacheOrNetwork,
ConflictResolutionStrategy.UseLongestPlaytime, callback);
}

Public void SaveGame (int level, int score, TimeSpan totalPlaytime, Action call back)
{
string filename = "Level" + level;
OpenSavedGame (file name, (requestStatus, gameMetadata) =>
{
if (requestStatus == SavedGameRequestStatus.Success)
{
byte[] saveData = Utilities.ObjectToByteArray (new SaveData (level, score));
ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;

SavedGameMetadataUpdate.Builder builder = new SavedGameMetadataUpdate.Builder ();
constructor = constructor
. With updated playback time (total playing time)
With an updated description ("Level" + level + ". Score:" + score);

Texture2D savedImage = getScreenshot ();
if (savedImage! = null)
{
// This assumes that savedImage is an instance of Texture2D
// and that you have already called a function equivalent to
// getScreenshot () to set savedImage
// NOTE: See the sample definition of the getScreenshot () method below
byte[] pngData = savedImage.EncodeToPNG ();
builder = builder.WithUpdatedPngCoverImage (pngData);
}
SavedGameMetadataUpdate updatedMetadata = builder.Build ();
savedGameClient.CommitUpdate (gameMetadata, updatedMetadata, saveData, callback);
}
plus
{

Utilities.Log ("SaveGame - Open Failed. Error =" + requestStatus);
}
});
}

Private void LoadGameData (game ISavedGameMetadata, Action Call Recovery completed)
{
ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
savedGameClient.ReadBinaryData (game, completedCallback);
}

private void DeleteGameData (string file name, Action call back)
{
// Open the file to get the metadata.
ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
savedGameClient.OpenWithAutomaticConflictResolution (file name, DataSource.ReadCacheOrNetwork,
ConflictResolutionStrategy.UseLongestPlaytime, callback);
}

private void DeleteSavedGame (SavedGameRequestStatus status, game ISavedGameMetadata)
{
if (status == SavedGameRequestStatus.Success)
{
ISavedGameClient savedGameClient = PlayGamesPlatform.Instance.SavedGame;
savedGameClient.Delete (game);
}
plus
{
// handle the error
}
}


Texture2D public getScreenshot ()
{
// Create a 2D texture of 1024x700 pixels from which the PNG will be
// extracted
Texture2D screenShot = new Texture2D (1024, 700);

// Take the screenshot from the upper left corner of the screen and the maps up
// left corner of screen texture
screenShot.ReadPixels (
new Rect (0, 0, Screen.width, (Screen.width / 1024) * 700), 0, 0);
return screenShot;
}

}

As I said before, everything worked until yesterday and, suddenly, everything died.
I have reviewed the double, triple and quad (?) Configuration and everything is fine.

The only final act I can think of is to totally eliminate the add-on and start over, but I'm not 100% sure how to do it.