App Crash On Google Play Games Services Login - unity3d

I am attempting to test google play game services within my game but whenever I try to sign into the service my game "stops working", as in crashes. I am trying to troubleshoot this problem with the logcats sent to android device monitor, but it doesn't tell me what is going wrong with the google play game services. For instance, these are the logs once I tap the achievements button in my app (since I am not signed in yet it attempts to sign in before displaying achievements):
10-27 15:25:22.405: I/Unity(15089): UnityIAP Promo: Clearing promo product metadata
10-27 15:25:22.405: I/Unity(15089):
10-27 15:25:22.405: I/Unity(15089): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
10-27 15:25:22.683: D/ViewRootImpl#ddd8e3d[UnityPlayerActivity](15089): ViewPostIme pointer 0
10-27 15:25:22.746: D/ViewRootImpl#ddd8e3d[UnityPlayerActivity](15089): ViewPostIme pointer 1
10-27 15:25:23.376: D/ViewRootImpl#ddd8e3d[UnityPlayerActivity](15089): ViewPostIme pointer 0
10-27 15:25:23.429: D/ViewRootImpl#ddd8e3d[UnityPlayerActivity](15089): ViewPostIme pointer 1
10-27 15:25:23.450: I/Unity(15089): Cannot show leaderboard: not authenticated
10-27 15:25:23.450: I/Unity(15089):
10-27 15:25:23.450: I/Unity(15089): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
10-27 15:25:23.500: D/GamesUnitySDK(15089): Performing Android initialization of the GPG SDK
10-27 15:25:23.537: I/Unity(15089): Building GPG services, implicitly attempts silent auth
10-27 15:25:23.537: I/Unity(15089):
10-27 15:25:23.537: I/Unity(15089): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
10-27 15:25:23.602: W/Unity(15089): !!! [Play Games Plugin DLL] 10/27/18 15:25:23 -04:00 WARNING: Creating new PlayGamesPlatform
10-27 15:25:23.602: W/Unity(15089):
10-27 15:25:23.602: W/Unity(15089): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
10-27 15:25:23.602: I/Unity(15089): [Play Games Plugin DLL] 10/27/18 15:25:23 -04:00 DEBUG: Activating PlayGamesPlatform.
10-27 15:25:23.602: I/Unity(15089):
10-27 15:25:23.602: I/Unity(15089): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
10-27 15:25:23.602: I/Unity(15089): [Play Games Plugin DLL] 10/27/18 15:25:23 -04:00 DEBUG: PlayGamesPlatform activated: GooglePlayGames.PlayGamesPlatform
10-27 15:25:23.602: I/Unity(15089):
10-27 15:25:23.602: I/Unity(15089): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
10-27 15:25:23.602: I/Unity(15089): [Play Games Plugin DLL] 10/27/18 15:25:23 -04:00 DEBUG: Creating platform-specific Play Games client.
10-27 15:25:23.602: I/Unity(15089):
10-27 15:25:23.602: I/Unity(15089): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
10-27 15:25:23.602: I/Unity(15089): [Play Games Plugin DLL] 10/27/18 15:25:23 -04:00 DEBUG: Creating Android IPlayGamesClient Client
10-27 15:25:23.602: I/Unity(15089):
10-27 15:25:23.602: I/Unity(15089): (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
To my surprise they even just updated the google play game services unity plugin 2 days ago so that it now works with newer gms libraries, but it still won't work for me. This leads me to believe it is probably a different issue. Any advice would be very appreciated.
Thanks,

If anyone is having this issue please follow the steps:
https://github.com/playgameservices/play-games-plugin-for-unity/issues/2217#issuecomment-417619382
Worked perfectly for me and you don't need to downgrade any libraries!

Related

FFMPEG Kit issue in Banuba Video SDK : "FFmpegKit failed to start on brand"

I am trying to integrate Banuba Video Editor sdk in flutter.
The issue i am facing is as below
Banuba sdk works with native code for Android in Flutter
So Banuba requires FFMPEG dependency to define in Native Android
And I am already using 'ffmpeg_kit_flutter' plugin for flutter.
So both the FFMPEG kits are conflicted and some of the functions are not found. due to that I am receiving the below error.
When the app is launched I am receiving this Crash as mentioned
**java.lang.Error: FFmpegKit failed to start on brand: google, model: sdk_gphone_x86, device: generic_x86_arm, api level: 30, abis: x86 armeabi-v7a armeabi, 32bit abis: x86 armeabi-v7a armeabi, 64bit abis: .
** at com.arthenica.ffmpegkit.NativeLoader.loadLibrary(NativeLoader.java:50)
at com.arthenica.ffmpegkit.NativeLoader.loadFFmpegKit(NativeLoader.java:189)
at com.arthenica.ffmpegkit.FFmpegKitConfig.<clinit>(FFmpegKitConfig.java:145)
at com.arthenica.ffmpegkit.FFmpegKitConfig.enableFFmpegSessionCompleteCallback(FFmpegKitConfig.java:864)
at com.arthenica.ffmpegkit.flutter.FFmpegKitFlutterPlugin.registerGlobalCallbacks(FFmpegKitFlutterPlugin.java:168)
at com.arthenica.ffmpegkit.flutter.FFmpegKitFlutterPlugin.init(FFmpegKitFlutterPlugin.java:652)
at com.arthenica.ffmpegkit.flutter.FFmpegKitFlutterPlugin.onAttachedToActivity(FFmpegKitFlutterPlugin.java:198)
at io.flutter.embedding.engine.FlutterEngineConnectionRegistry.attachToActivityInternal(FlutterEngineConnectionRegistry.java:351)
at io.flutter.embedding.engine.FlutterEngineConnectionRegistry.attachToActivity(FlutterEngineConnectionRegistry.java:324)
at io.flutter.embedding.android.FlutterActivityAndFragmentDelegate.onAttach(FlutterActivityAndFragmentDelegate.java:194)
at io.flutter.embedding.android.FlutterActivity.onCreate(FlutterActivity.java:498)
at com.sound.it.MainActivity.onCreate(MainActivity.kt:43)
at android.app.Activity.performCreate(Activity.java:8000)
at android.app.Activity.performCreate(Activity.java:7984)
at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1309)
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:3422)
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:3601)
at android.app.servertransaction.LaunchActivityItem.execute(LaunchActivityItem.java:85)
at android.app.servertransaction.TransactionExecutor.executeCallbacks(TransactionExecutor.java:135)
at android.app.servertransaction.TransactionExecutor.execute(TransactionExecutor.java:95)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2066)
at android.os.Handler.dispatchMessage(Handler.java:106)
at android.os.Looper.loop(Looper.java:223)
at android.app.ActivityThread.main(ActivityThread.java:7656)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:592)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:947)
**Caused by: java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "av_log_default_callback" referenced by "/data/app/~~umF3qlB9U53L4peU9nKYuQ==/com.sound.it-agqiFlNmMe17AHMK5gYIHw==/lib/x86/libffmpegkit.so"...**
at java.lang.Runtime.loadLibrary0(Runtime.java:1087)
at java.lang.Runtime.loadLibrary0(Runtime.java:1008)
at java.lang.System.loadLibrary(System.java:1664)
at com.arthenica.ffmpegkit.NativeLoader.loadLibrary(NativeLoader.java:48)
Looking for the solutions

Flutter AdMob will not launch

Trying to incorporate adMob into a flutter app and I am having this issue:
Launching lib/main.dart on sdk gphone64 arm64 in debug mode...
lib/main.dart:1
✓ Built build/app/outputs/flutter-apk/app-debug.apk.
E/AndroidRuntime(31743): FATAL EXCEPTION: pool-3-thread-1
E/AndroidRuntime(31743): Process: com.tendigitgrid.app_free, PID: 31743
E/AndroidRuntime(31743): java.lang.IllegalArgumentException: com.tendigitgrid.app_free: Targeting S+ (version 31 and above) requires that one of FLAG_IMMUTABLE or FLAG_MUTABLE be specified when creating a PendingIntent.
E/AndroidRuntime(31743): Strongly consider using FLAG_IMMUTABLE, only use FLAG_MUTABLE if some functionality depends on the PendingIntent being mutable, e.g. if it needs to be used with inline replies or bubbles.
E/AndroidRuntime(31743): at android.app.PendingIntent.checkFlags(PendingIntent.java:375)
E/AndroidRuntime(31743): at android.app.PendingIntent.getBroadcastAsUser(PendingIntent.java:645)
E/AndroidRuntime(31743): at android.app.PendingIntent.getBroadcast(PendingIntent.java:632)
E/AndroidRuntime(31743): at androidx.work.impl.utils.ForceStopRunnable.getPendingIntent(ForceStopRunnable.java:174)
E/AndroidRuntime(31743): at androidx.work.impl.utils.ForceStopRunnable.isForceStopped(ForceStopRunnable.java:108)
E/AndroidRuntime(31743): at androidx.work.impl.utils.ForceStopRunnable.run(ForceStopRunnable.java:86)
E/AndroidRuntime(31743): at androidx.work.impl.utils.SerialExecutor$Task.run(SerialExecutor.java:75)
E/AndroidRuntime(31743): at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1167)
E/AndroidRuntime(31743): at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:641)
E/AndroidRuntime(31743): at java.lang.Thread.run(Thread.java:920)
ANd it will not launch into the emulator to test.
I have minSDK set to 21 in my gradle file.
Update:
I tried installing the apk on my real phone and not in an emulator and it also did not work.

Flutter - Unable to Install Application to Emulator

I have a Flutter project that previously run on Flutter 2.2. Recently, I upgraded to Flutter 2.10 but unable to run the application on Android emulator. I've followed the instruction on https://github.com/flutter/flutter/wiki/Upgrading-pre-1.12-Android-projects. I run the emulator on Ubuntu.
What I've tried (from other StackOverflow posts) didn't work at all:
Restarting emulator
Removing dependencies (I removed all dependencies in pubspec.yaml)
Accepting Android SDK licenses
Using Android Pie version emulator
Running flutter clean
Uninstall the app on the emulator
flutter doctor shows no problem.
Sometimes the run process stuck on Installing/built APK, sometimes I get 'Error connecting to the service protocol'. I also get the following error
✓ Built build/app/outputs/flutter-apk/app-debug.apk.
E/AndroidRuntime(10386): FATAL EXCEPTION: main
E/AndroidRuntime(10386): Process: com.app.example, PID: 10386
E/AndroidRuntime(10386): java.lang.NoSuchMethodError: No static method getMainExecutor(Landroid/content/Context;)Ljava/util/concurrent/Executor; in class Landroidx/core/content/ContextCompat; or its super classes (declaration of 'androidx.core.content.ContextCompat' appears in /data/app/com.app.example-pnJtFUSDIe4xWUHIPO1jNQ==/base.apk)
E/AndroidRuntime(10386): at io.flutter.embedding.android.FlutterView.onAttachedToWindow(FlutterView.java:483)
E/AndroidRuntime(10386): at android.view.View.dispatchAttachedToWindow(View.java:18347)
E/AndroidRuntime(10386): at android.view.ViewGroup.dispatchAttachedToWindow(ViewGroup.java:3397)
E/AndroidRuntime(10386): at android.view.ViewGroup.dispatchAttachedToWindow(ViewGroup.java:3404)
E/AndroidRuntime(10386): at android.view.ViewGroup.dispatchAttachedToWindow(ViewGroup.java:3404)
E/AndroidRuntime(10386): at android.view.ViewGroup.dispatchAttachedToWindow(ViewGroup.java:3404)
E/AndroidRuntime(10386): at android.view.ViewRootImpl.performTraversals(ViewRootImpl.java:1761)
E/AndroidRuntime(10386): at android.view.ViewRootImpl.doTraversal(ViewRootImpl.java:1460)
E/AndroidRuntime(10386): at android.view.ViewRootImpl$TraversalRunnable.run(ViewRootImpl.java:7183)
E/AndroidRuntime(10386): at android.view.Choreographer$CallbackRecord.run(Choreographer.java:949)
E/AndroidRuntime(10386): at android.view.Choreographer.doCallbacks(Choreographer.java:761)
E/AndroidRuntime(10386): at android.view.Choreographer.doFrame(Choreographer.java:696)
E/AndroidRuntime(10386): at android.view.Choreographer$FrameDisplayEventReceiver.run(Choreographer.java:935)
E/AndroidRuntime(10386): at android.os.Handler.handleCallback(Handler.java:873)
E/AndroidRuntime(10386): at android.os.Handler.dispatchMessage(Handler.java:99)
E/AndroidRuntime(10386): at android.os.Looper.loop(Looper.java:193)
E/AndroidRuntime(10386): at android.app.ActivityThread.main(ActivityThread.java:6669)
E/AndroidRuntime(10386): at java.lang.reflect.Method.invoke(Native Method)
E/AndroidRuntime(10386): at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:493)
E/AndroidRuntime(10386): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:858)
I can run the same code (on the same project) to web browser. I can run the same code on the emulator if it's copied to another newly created project which is created with Flutter 2.10. I also have copied AndroidManifest.xml, build.gradle from the new project to the old one, but also not working.
Any solution or suggestion what should I do to fix it.
It looks like you still have references to previous versions of android libraries com.android... , latest flutter uses androidX.
Make sure you don't have any of
implementation 'com.android....`
in your gradle files.

ionic build ios command not working

I have walked through the tutorial instructions to set up cordova and ionic. I can successfully run the app in development but get this error when building ios. Any ideas? Tried updating node and cordova.
sudo ionic build ios
Running 'build:before' gulp task before build
[11:16:00] Starting 'clean'...
[11:16:00] Finished 'clean' after 47 ms
[11:16:00] Starting 'build'...
[11:16:00] Starting 'sass'...
[11:16:00] Starting 'html'...
[11:16:00] Starting 'fonts'...
[11:16:00] Starting 'scripts'...
[11:16:00] Finished 'scripts' after 45 ms
[11:16:00] Finished 'html' after 51 ms
[11:16:00] Finished 'fonts' after 54 ms
[11:16:00] Finished 'sass' after 770 ms
[11:16:07] Finished 'build' after 7.18 s
[11:16:07] Starting 'build:before'...
[11:16:07] Finished 'build:before' after 11 μs
• You're trying to build for ios but don't have the platform installed yet.
∆ Installing ios for you.
Installing cordova-plugin-device
Installing cordova-plugin-console
Installing cordova-plugin-whitelist
Installing cordova-plugin-splashscreen
Installing cordova-plugin-statusbar
Installing ionic-plugin-keyboard
Error: Command failed: /bin/sh -c cordova platform add ios
Error: Platform ios already added.
at ChildProcess.exithandler (child_process.js:213:12)
at emitTwo (events.js:87:13)
at ChildProcess.emit (events.js:172:7)
at maybeClose (internal/child_process.js:821:16)
at Socket.<anonymous> (internal/child_process.js:319:11)
at emitOne (events.js:77:13)
at Socket.emit (events.js:169:7)
at Pipe._onclose (net.js:4
69:12)
First of all, it seems you have some issues on ios platform installation, try removing it and adding it back to your development space.
Run command ionic platform remove ios && ionic platform add ios before trying to build for ios.
Second, you need Mac Operating system to build ios apps, as it has dependencies on XCode (A native software) to build.
Third, if you still have the same iussue, then it could be due to a bug discribed here. https://github.com/driftyco/ionic-cli/issues/772
Try sudo npm install -g cordova and rerun the build.
Good luck.

FB.Init no callback for some users

I'm trying to add Facebook functionality to my Unity3D project, which is working for me. But for some unknown reason the test scene doesn't seem to work for some Facebook users. It looks like the the Facebook DLL doesn't load.
I'm using the example scene which comes with Unity3D Facebook SDK. No modifications, I only changed the App Name and App Id (Facebook Settings).
The application is set on public.
log when it works:
140505 15:36:05 ------------------------------------------------------------
140505 15:36:05 Instance starting, version 4.3.5f1_cab656801c19, UNITY_WEB_ENABLE_AUTODOWNLOAD: 1, GetDisableAutoUpdates(): 0
140505 15:36:05 Datafile https://oege.ie.hva.nl/~vriens09/facebook.unity3d
web: player version 4.3.6f1
web: load mono
Mono path[0] = 'C:/Users/Robert/AppData/LocalLow/Unity/WebPlayer/player/Stable3.x.x/Data/lib'
Mono path[1] = 'C:/Users/Robert/AppData/LocalLow/Unity/WebPlayer/mono/Stable3.x.x/Data/lib'
Mono config path = 'C:/Users/Robert/AppData/LocalLow/Unity/WebPlayer/mono/Stable3.x.x/Data/etc'
web: start, src=https://oege.ie.hva.nl/~vriens09/facebook.unity3d abs=https://oege.ie.hva.nl/~vriens09/facebook.unity3d flags=0x1
web: sucessfully initialized
140505 15:36:06 loader: start ok
140505 15:36:06 Times: download 0.2 load 0.1
Loading webdata version: 4.3.4f1
Initialize engine version: 4.3.6f1 (7a73f0242edf)
GfxDevice: creating device client; threaded=0
Direct3D:
Version: Direct3D 9.0c [nvd3dum.dll 9.18.13.3250]
Renderer: NVIDIA Quadro FX 570M
Vendor: NVIDIA
VRAM: 1255 MB (via DXGI)
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Data\lib\UnityEngine.dll (this message is harmless)
Non platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Assembly-CSharp.dll into Unity Child Domain
Non platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\IFacebook.dll (this message is harmless)
Loading C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\IFacebook.dll into Unity Child Domain
- Completed reload, in 0.074 seconds
<RI> Initializing input.
<RI> Input initialized.
desktop: 1680x1050 60Hz; virtual: 1680x1050 at 0,0
Platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\mono\Stable3.x.x\Data\lib\System.Core.dll (this message is harmless)
Using SDK 5.1.0, Build 140401.725cc2ecbc9002a
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
Platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Data\lib\CrossDomainPolicyParser.dll (this message is harmless)
loading dll: /rsrc/unity/lib/sdk_5.1/CanvasFacebook.dll
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
Platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\mono\Stable3.x.x\Data\lib\Mono.Security.dll (this message is harmless)
Non platform assembly: data-0B170078 (this message is harmless)
Finished loading Facebook dll. Version 5.1.0 Build 140313.f19caa5422b69ba
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
FB.Init completed: Is user logged in? True
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
Platform assembly: C:\Users\Robert\AppData\LocalLow\Unity\WebPlayer\mono\Stable3.x.x\Data\lib\System.dll (this message is harmless)
log when it fails:
140505 15:33:35 ------------------------------------------------------------
140505 15:33:35 Instance starting, version 4.3.5f1_cab656801c19, UNITY_WEB_ENABLE_AUTODOWNLOAD: 1, GetDisableAutoUpdates(): 0
140505 15:33:36 Datafile https://oege.ie.hva.nl/~vriens09/facebook.unity3d
web: player version 4.3.6f1
web: load mono
Mono path[0] = 'C:/Users/Eigenaar/AppData/LocalLow/Unity/WebPlayer/player/Stable3.x.x/Data/lib'
Mono path[1] = 'C:/Users/Eigenaar/AppData/LocalLow/Unity/WebPlayer/mono/Stable3.x.x/Data/lib'
Mono config path = 'C:/Users/Eigenaar/AppData/LocalLow/Unity/WebPlayer/mono/Stable3.x.x/Data/etc'
web: start, src=https://oege.ie.hva.nl/~vriens09/facebook.unity3dabs=https://oege.ie.hva.nl/~vriens09/facebook.unity3d flags=0x1
web: sucessfully initialized
140505 15:33:36 loader: start ok
140505 15:33:36 Times: download 0.7 load 0.2
Loading webdata version: 4.3.4f1
Initialize engine version: 4.3.6f1 (7a73f0242edf)
GfxDevice: creating device client; threaded=0
Direct3D:
Version: Direct3D 9.0c [igdumd32.dll 8.15.10.1749]
Renderer: Mobile Intel(R) 965 Express Chipset Family (Microsoft Corporation - WDDM 1.1)
Vendor: Intel
VRAM: 64 MB (via DXGI)
Caps: Shader=30 DepthRT=1 NativeDepth=0 NativeShadow=1 DF16=0 INTZ=0 RAWZ=0 NULL=0 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Data\lib\UnityEngine.dll (this message is harmless)
Non platform assembly: C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Assembly-CSharp.dll into Unity Child Domain
Non platform assembly: C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\IFacebook.dll (this message is harmless)
Loading C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\IFacebook.dll into Unity Child Domain
- Completed reload, in 0.119 seconds
<RI> Initializing input.
XInput1_3.dll not found.
<RI> Input initialized.
desktop: 1280x800 60Hz; virtual: 1280x800 at 0,0
Platform assembly: C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\mono\Stable3.x.x\Data\lib\System.Core.dll (this message is harmless)
Using SDK 5.1.0, Build 140401.725cc2ecbc9002a
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
Platform assembly: C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\player\Stable3.x.x\Data\lib\CrossDomainPolicyParser.dll (this message is harmless)
loading dll: /rsrc/unity/lib/sdk_5.1/CanvasFacebook.dll
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
Platform assembly: C:\Users\Eigenaar\AppData\LocalLow\Unity\WebPlayer\mono\Stable3.x.x\Data\lib\Mono.Security.dll (this message is harmless)
Non platform assembly: data-09B0B848 (this message is harmless)
Finished loading Facebook dll. Version 5.1.0 Build 140313.f19caa5422b69ba
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/WebPlayerGenerated/UnityEngineDebug.cpp Line: 53)
SDK Version 5.1.0
Unity3D Version 4.3.4f1