facebook-unity-sdk

iOS Login Prompt Uses Bundle Name Unfollow

不问归期 提交于 2021-02-19 08:27:31
问题 When using Unity Facebook SDK version 7.18 on iOS, the login permission prompt on iOS seems to be using the Bundle Name (CFBundleName) instead of Bundle Display Name (CFBundleDisplayname) in Info.plist. The FacebookDisplayName is also set, but it is not using that. Bundle Name by default is set to $(PRODUCT_NAME), but I don't think we'd want to change PRODUCT_NAME or Bundle Name. What is the proper way to change or localize the app name shown in this dialog? FB Login Dialog text: "App Name"

Android Defered DeepLink not working

浪子不回头ぞ 提交于 2020-06-17 12:58:55
问题 I got problem to make the FB.Mobile.FetchDeferredAppLinkData() function to work on android, all works well on IOS but on Android I just get {"did_complete":true,"callback_id":"2"} as response from Facebook, no URL. I saw in the logcat a message from GraphRequest : Warning: Request without access token missing application ID or client token. So I added the ClientToken in the AndroidManifest.xml and the FacebookSettings (adding it only in the setting didn't work), OK the warning is gone, but I

Unity Facebook SDK Login Always Returns User 0 Access Token abc…z

会有一股神秘感。 提交于 2020-01-26 01:42:26
问题 I am testing Unity 4.3 with Unity Facebook SDK 4.3.4 and have everything running but it seems to always return a Test User and not my actual Facebook Login. Using the Facebook InteractiveConsole Scene, after Logging in I see: Facebook Dll: Loaded Successfully UserId: 0 IsLoggedIn: True AccessToken: abcdefghijklmnopqrstuvwxyz Running FriendSmash...Same thing just returns the UserID: 0 and No Name How do I tell the SDK to actually log ME in and not just a test user? I can't seem to find

FB.AppRequest does not work

帅比萌擦擦* 提交于 2020-01-25 08:10:06
问题 I am trying to send App Requests with Facebook SDK on Unity. Everything is alright until I press 'send'. It also returns a success but nothing happens in my friends' facebook :S FB.AppRequest(message, null, null, null, null, null, title, (result) => { Debug.Log(result.RawResult); } ); As you can see, I am able to show the friends list and select the ones who will receive the request. After pressing send, it returns a success(I have put the Xs intentionally). However, nothing happens on my

InternalCompilerError when I import the new Facebook 5.1 SDK into my existing project

感情迁移 提交于 2020-01-24 05:48:10
问题 If I import this package in a new project, I get no problems at all. But, when I try to import it into my existing project (that had the 5.0.4 version of the SDK), after the importing finished, I get the followin error message: Unhandled Exception: Mono.CSharp.InternalErrorException: Internal error at Mono.CSharp.MethodGroupExpr.IsApplicable (Mono.CSharp.ResolveContext ec, Mono.CSharp.Arguments& arguments, Int32 arg_count, System.Reflection.MethodBase& method, System.Boolean& params_expanded

Facebook SDK for Unity Android does not log in if Facebook App is installed

匆匆过客 提交于 2020-01-16 23:53:29
问题 Related post #1 Related post #2 So my problem is the same as the one in these posts, but I have no idea how to implement any of the solutions found in the threads. I'm running FB SDK 4.3.6 with Unity 4.2.0. I'm basically just trying to run the InteractiveConsole Scene with an android phone that has the FB app installed. When trying to login it just throws me back to the console. Without the FB app the login works perfectly. Now I do know that those solutions work somehow, but where or how in

Facebook SDK for Unity Android does not log in if Facebook App is installed

心已入冬 提交于 2020-01-16 23:51:08
问题 Related post #1 Related post #2 So my problem is the same as the one in these posts, but I have no idea how to implement any of the solutions found in the threads. I'm running FB SDK 4.3.6 with Unity 4.2.0. I'm basically just trying to run the InteractiveConsole Scene with an android phone that has the FB app installed. When trying to login it just throws me back to the console. Without the FB app the login works perfectly. Now I do know that those solutions work somehow, but where or how in

Facebook login fails with FB app installed

只愿长相守 提交于 2020-01-14 05:38:24
问题 Using Unity 4.3 and Facebook SDK 5.0.3 / 5.0.4 beta I seem to be unable to log in to Facebook on Android using FB.Login("publish_actions", LoginCallback). My game shows the "Game would like to post to your friends on your behalf"-message. After tapping OK, I get an ajax-spinner for about 2-3 seconds after which I'm brought back to my game without being able to post a FB.Feed. The message I'm getting is: V/FBUnitySDK( 8892): sending to Unity OnLoginComplete({"cancelled":true,"key_hash":

Unity Facebook SDK 4.3.4 - AccessToken and Login Status not cleared for previous user

泪湿孤枕 提交于 2020-01-06 01:28:32
问题 I just wanted to see if anyone else have seen this problem, or whether I may be doing something incorrectly. That is, after logging out from the Facebook app and logging in as another person (either through Facebook app directly, or FB.Login via the Unity app), you will still get the profile data for the previous person (access token, login status, userId, etc). After FB.Init(), FB.IsLoggedIn is still true and FB.UserId and FB.AccessToken is still present for the previous user. Even after a

Unity Can't build android with facebook sdk

≡放荡痞女 提交于 2020-01-05 08:10:15
问题 I have added the Facebook SDK (v7.10.1) to my Unity project, where I have the Gamespark SDK, too. When I build the game I get a re-package error. Anyone a idea what's the problem? CommandInvokationFailure: Failed to re-package resources. D:\Programmieren\Zubehör\Android SDK\build-tools\25.0.2\aapt.exe package -- auto-add-overlay -v -f -m -J "gen" -M "AndroidManifest.xml" -S "res" -I "D:/Programmieren/Zubehör/Android SDK\platforms\android-26\android.jar" -F bin/resources.ap_ --extra-packages