
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:
- 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?
- Does anyone know if the
GodotGooglePlayBillingplugin (or the underlying Android Billing Library) requires specific theme configurations in theAndroidManifest.xmlto prevent it from clipping on round screens? - 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!