I have an a flutter app integrated with Kochava, where Kochava is selected to receive SKAdNetwork data. The app is also setup in facebook so that install campaigns can be run. However, when I select it in campaign manager, I get "The Mobile Measurement Partner app used to configure events for this app doesn't currently support SKAdNetwork events. To run iOS 14+ campaigns for this app, choose a different app event connection for SKAdNetwork in Events Manager.".
In the Events Manager, Kochava is configured as the source of SKAdNetwork events (and the configuration screen is "all green"). Also, on the dashboard I can see "fb_auto_published" app install event from MMP and the app screen shows a date of "last mobile app install" (those are all likely originating from iOS14+ live testing).
I want to avoid integration with Facebook SDK and having Facebook as the recipient of SKAdNetwork data (mainly because it feels like a less clean setup with MMP getting some events and Facebook some - while other networks like Twitter are also integrated).
I have tried replicating this setup under clean ad manager and setting up new app in Facebook (no change - still doesn't work). The Kochava-side configuration has been reviewed by Kochava team and looks good to them. Facebook's business support directs me to developer support but only after "recommended" step of Facebook SDK is completed (which I am a bit reluctant to do).
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I have serveral Goals:
Add the user in the "Users and Accounts" section of AOSP Settings
Here is a little mindmap of how the process will work
I need to get an effect like google's sdk, where a flutter library calls the SDK app, then, if it needs to login, it redirects to the SDK login page and logins. Then it store the data and put it in the users and accounts section. Then, any app can call the app to get the session ID(The invoke process may include allow/deny). Thanks!
I'm looking to launch a single web app that works as a PWA for web users and a TWA for users wanting to download it from the Google Play Store. The app includes a yearly subscription so I'll need to implement separate payments methods for the PWA and TWA in order to comply with Google Play policies.
With this being said, is there a way to identify with JS if the user is viewing the PWA vs the TWA app from the play store? Perhaps something unique to check in the global window object?
Or, is it recommended to publish a whole new version of the app used for the TWA to a different URL that only supports the Google Play payment option.
Any info would be great. Thanks in advance.
I manage a few Meteor-based apps that use the Facebook login functionality provided through accounts-facebook.
For one app, a week ago, Facebook emailed me saying this app was in violation of their Platform Policy, and that I had to respond to the email to prevent logins from being shut down within a week. Specifically this was the offensive clause:
Platform Policy 8.2: Native iOS and Android apps that implement
Facebook Login must use our official SDKs for Login.
I immediately responded, but (of course?) got no response from Facebook. And, yesterday, I got another email saying Facebook logins have been blocked for this app.
I updated to the latest version of accounts-facebook, appealed the block, and got a response:
We have reviewed your iOS and Android apps and they are still in
violation of the Platform Policy 8.2: Native iOS and Android apps that
implement Facebook Login must use our official SDKs for Login.
So, does this mean that all Meteor apps can get their Facebook login restricted at any time?
How to resolve this?
Today, Facebook went further, telling me that:
Your app has been restricted for creating a negative user experience
that is in violation of our Platform Policies.
Your app cannot be installed by new users.
What are they smoking?
But, whatever they are smoking, how do I resolve this?
I've sent them an email, twice, explaining that, like tens of thousands of others, I'm using the off-the-shelf Meteor package for allowing Facebook logins to my Meteor app. But, all I get back are canned responses that don't respond to my bafflement.
I'm tracking App Events in my app (Ionic v1) using the Javascript method and tracking the default events (Achievement Unlocked, Spent Credits, etc.). All the events I'm tracking are successfully recording in the Events and Events Debugging section of the Analytics.
But when I'm in the Breakdowns section, App Installs and App Launches are tracked automatically whereas the rest are not even though all are predefined events.
And when breaking down by install source, there are only Unknowns and Facebook Organic in the other events even if the Install Source in App Launches and App Installs have Facebook Adverts and Instagram Adverts.
How does the analytics track Install Source?
If a user launches the app through Facebook Adverts, and then triggers another app event, shouldn't Facebook Adverts be one of the Install Sources in the Breakdown for the app event?
I have a problem with an iOS App using Vuforia and Unity with a valid Facebook Plugin, the problem comes not in the plugin itself (that works properly), but in the Facebook Review process to make the App public and let all users in.
Today doing tests on the finished app, I realized that when using a valid Facebook Plugin (or any other Facebook implementation) with an user that is not the Facebook User Owner of the app (in this case me), Facebook request you to go to "App Status and Review" to click on:
"Do you want to make this app and all its live features available to the general public? YES| NO". This was traditionally allowed to be clicked, but today it's not. The option is not allowed.
"Yes" would make the app accessible to everybody. But this option (YES) is not available a priori, because the App needs first to pass a Facebook review process, in particular a Facebook Review Process to determine if the App is in agreement with its policy. (So we have to pass two reviews: Apple and then Facebook)
The problem here is apparently it's impossible to a Vuforia-Unity App to pass this process. To pass the Facebook Review process you need to send them your App in one of this two available format:
sending the id to Apple Store App (that is impossible to do, you can not send App Store an unfinished app), or
sending them a file containing a Simulated Build (using Terminal to build the project in xcodebuild -arch i386 simulatorXX).
None of this available options provided by Facebook are possible to Unity-Vuforia, technically, so it's technically impossible to obtain the approval of the App. This is because:
App Store is not going to pass an App that is not working (the FB button won't work, so App Store is not going to allow us finish the process and they will reject). So you cannot provide an AppStore-id to the Facebook Review team.
As far as Facebook only receives "Simulated Builds" it would be impossible to a Vuforia Unity App to be accepted, this is because when you are using Unity + Vuforia you can not build a simulated build, is incompatible. So is impossible to fit this requirement.
My questions here to you to try to solve this are:
Did you have this problem and solved it previously?
Is there anyway to avoid the Facebook review?
Do you know how long does it take to Facebook do the review?
Can you think in anything else to try to solve this?
PS: I am using a Neatplug plugin to connect to Facebook.