I have events successfully being logged to the Firebase console however their associated parameters are not being shown.
My goal is to track which products and brands in my app are getting clicked on most. With the debug view I can see the view_item events being triggered and the parameters being successfully passed however in the console I cannot see the parameters such as in the demo project's level completed section. I'm using swift 4 for iOS on the simulator and on my iPhone X.
I have the parameters enabled by clicking the 3-dots in the event window and enabling them however after 48 hours I see the events being logged, but no parameters attached.
Here is where I log the events:
Analytics.logEvent(AnalyticsEventAddToCart, parameters: [AnalyticsParameterItemName : name, AnalyticsParameterPrice : price, AnalyticsParameterItemBrand : seller, AnalyticsParameterCurrency : "€"])
Parameters enabled and
No parameter data being shown
Have I logged it incorrectly or am I doing something wrong on the console side of things? Much apprecited, Allen <3
Yesterday for Xcode reasons I uninstalled and reinstalled the app on my device and that seems to have worked! Didn't change any code.
Related
I'm using admob_consent, doing everything according to the instructions including step "Create respective messages inside Funding Choices for your desired app and publish them".
Deploying on android
after that code, nothing happens
_admobConsent.show(forceShow: true);
But I'm expecting to get consent dialog
debug console:
To fix this issue need to select "personalized ads" for EEA and UK users
https://apps.admob.com/v2/pubcontrols/eu-user-consent
Based on this documentation Get Started Button - Messenger Platform I have created a get started button. I got this result from CURL
{
"result": "Successfully added new_thread's CTAs"
}
The button appears properly, but when clicking on the button the postback is not triggering in my webhook.
I have all the following fields in app settings
message_deliveries, message_echoes, message_reads, messages,
messaging_account_linking, messaging_checkout_updates,
messaging_optins, messaging_payments, messaging_postbacks,
messaging_referrals
Other bot text processing works properly.
Anyone faced this issue?
----[EDIT]----
It seems there are multiple page access token assigned to the hook, for each page access token we need to set the menu.
I have deleted and re-created the app then it started working
Is there a Google DFP api to check whether an ad unit is active or not ?
Any suggestions are appreciated! Thanks
The google publisher console can help check for active ad units, https://support.google.com/dfp_sb/answer/2462712?hl=en.
It depends on what you mean by "whether an ad unit is active or not". In general it's best to be as descriptive as posible in questions and to include what you've already tried, it saves time in the answers. I'll do my best.
If you're trying to debug whether it was properly loaded on the site, then I'd suggest you debug using the DoubleClick Publisher Console, which you can activate by adding ?googfc to the end of the URL. In there you can check which ad units are called and their status, and you can also follow the execution on the History tab inside the console.
You could also use the Google Publisher Toolbar chrome extension, which has some more information on the ad being rendered, the line item, etc.
Moreover, you could set up an event listener and render information to the developer console.
googletag.pubads().addEventListener('slotRenderEnded', function(event) {
console.info(event);
}
});
This code should be included inside the googlgoogletag.cmd.push(function() {}) and below the slot definitions (e.g.: the method defineSlot()).
However, if you want to do is programatically check if an ad unit is active prior to calling it or defining it, then I think you should rephrase the question to be a bit more specific.
Currently I am developing an app and I want to send the client a test build , I had successfully archived the app and uploaded on AppStore ... Under the Activity section it was showing "processing" for about an hr or two , now its not showing neither anything nor the app been uploaded. Any idea what went wrong ? Did anybody experienced this kind of problem ?
It is likely that something with your binary is wrong.
You would expect to get notified about that issue in the Activity tab but it seems that (currently) you can only find the invalid build in the App Store tab when selecting a new build.
Also you should have received an email (iTunes Connect account) describing the issue.
Yes ,Some times it take time .
In my case i have wait for 4 hour then it will reflect on itunes connect account.
or you can check build status in a activity .
Please check linked image for references
I got an email from apple saying "This app attempts to access privacy-sensitive data without a usage description. The app's Info.plist must contain an NSPhotoLibraryUsageDescription key with a string value explaining to the user how the app uses this data" . I then added some string on NSPhotoLibraryUsageDescription and uploaded it , it worked like a charm .
I'm trying to implement the new analytics for a Facebook game (using HTML/Javascript and Flash on Canvas, so there is no mobile version), but it seems that the documentation is incomplete. It says that there are 14 predefined events:
"Events are one of 14 predefined events such as 'added to cart' in a
commerce app or 'level achieved' in a game"
Source: https://developers.facebook.com/docs/reference/javascript/FB.AppEvents.LogEvent
"The fourteen pre-defined events are: App Launch, Complete
Registration, Content View, Search, Rating, Tutorial Completed, Add to
Cart, Add to Wishlist, Initiated Checkout, Add Payment Info, Purchase,
Level Achieved, Achievement Unlocked, Spent Credits."
Source: https://developers.facebook.com/docs/app-events/faq
However, on the reference page where all the events should be listed, the list is only 12 items long, and there is no "App launch" event:
https://developers.facebook.com/docs/reference/javascript/FB.AppEvents.LogEvent#events
Now, there are some sample event lists for some games, but they are very basic and they don't include the actual code: https://developers.facebook.com/docs/app-events/best-practices#casual
which recommends to use these events:
App Install
App Launch
Completed Registration
Completed Tutorial
Level Achieved
Achievement Unlocked
(...)
Here is what I have so far:
FB.AppEvents.activateApp()
But is this event the equivalent of App Install or App Launch?
Also, should I send this before the user accepts to share his basic info or after? I'm having so many questions because it's not clear what activateApp() does...
Here is some code for sending some other events that could be useful:
FB.AppEvents.logEvent(FB.AppEvents.EventNames.COMPLETED_REGISTRATION);
FB.AppEvents.logEvent(FB.AppEvents.EventNames.COMPLETED_TUTORIAL);
var params = {};
params[FB.AppEvents.ParameterNames.LEVEL] = '12'; //player level
FB.AppEvents.logEvent(
FB.AppEvents.EventNames.ACHIEVED_LEVEL,
null, // numeric value for this event - in this case, none
params
);
I still have more questions: how can I properly send the game version number (maybe with activateApp?) so I can create segments and cohorts later? Some example codes would be really appreciated!
Thanks in advance!
FB.AppEvents.activateApp() provides install and launch event functionality, which is why those two events are not enumerated as options in https://developers.facebook.com/docs/reference/javascript/FB.AppEvents.LogEvent#events. Activate app doesn't take a parameter. You might want to look at using a custom event to satisfy your use case.