thanks for your response. It works much better with the “publish” build. However I have one more question
The VPlayNetwork documentation states that all player’s progress (scores, achievements, etc.) can be stored locally (when there is no internet connection) and synchronized manually with the sync method (or within the next launch of the application). However all methods updating user’s progress (e.g. incrementAchievement, updateAchievement) send synchronization requests by default. Is there any way to prevent this and simply store the data locally without synchronization?
Let’s say I have 10 achievements that are updated after finished level. If I understand it right there will be 10 synchronization requests sent (which freeze the application for a while). It would be better for me if I could update them locally and synchronize with the server only within the VGameNetworkView initialization.