u/Krzychu81

Hi everyone,

I’m currently developing a game for the Pixel Watch 4 using Godot 4.6. I recently received a rejection from the Google Play review team regarding Wear App Quality (WO-V16)—specifically that a UI element is being cut off by the screen edges on circular displays when the system font is set to minimum.

The screen shows an "Error" message stating: "The item you were attempting to purchase could not be found" with a "Got it" button at the bottom.

I initially assumed this was a native Google Play Billing system overlay because it triggers through the GodotGooglePlayBilling plugin. However, Google Support recently told me:

>"While a previous response suggested this might be a system-owned element, a thorough review confirms it is an internal app control that violates the Wear App Quality policy..."

My Investigation so far:

  • I’ve searched my entire project directory (scripts, scenes, and resources) for the strings "attempting to purchase" and "Got it." No matches found.
  • I am not using any custom popup nodes for these errors; I’m simply calling the standard billing plugin methods.

My Questions:

  1. Is it possible for a Godot Android export to "capture" a system dialog and render it as an internal control that I need to manually style?
  2. Does anyone know if the GodotGooglePlayBilling plugin (or the underlying Android Billing Library) requires specific theme configurations in the AndroidManifest.xml to prevent it from clipping on round screens?
  3. If this is something I can control, where in Godot would I find the layout for a screen whose text isn't even in my codebase?

I’m trying to determine if I need to fix my UI anchors or if I need to provide more information to the review team about this being a system-level fragment.

Any insights from those who have shipped on Wear OS would be a huge help!

u/Krzychu81 — 16 days ago