Facebook app review using simulator build and OpenGraph custom stories - facebook

I've configured a custom story for my iOS app using the Facebook SDK. The problem is now I need to go through revision to get the verbs and objects approved, and the app is not yet in the App store.
I can of course upload a simulator build, but as far as I know it's not possible to install the native Facebook app in the simulator, and the custom story posting does not work if the app is not installed (it can fall back to regular posting, but I'm not interested), so right now you can only experience the custom story posting with an actual device.
Will Facebook developers be able to test the behaviour of the custom stories if I upload the simulator build? Maybe they have ways of installing the native Facebook app to the simulator build...
Thank you

I work closely with the people who review the apps and we do have Facebook app on our simulators. So don't worry for that. Please provide complete steps for the team to review your app's functionality. Thanks!

Related

Queries Facebook sdk 2.1 for unity3d

I am developing an application on Unity and need location information of my friends. Facebook Graph API says i have to submit the app for review before accessing these informations. Since my target platform is not facebook but iOS and Android. Why do i need to submit the app here?
Facebook also asks for apk build and iOS link, Do they review this like iTunes? Please clarify.
If yes, How can i submit the build when its still in development phase ?
Any suggestions would really be helpful.
Thanks in advance...

Facebook App Review Process apparently makes impossible to any Vuforia + Unity + FB Plugin app to be public

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.

Submit Unity/Prime31 App for Permission Review - Can't create Simulator Build

We are in the process of creating a word game for iOS based on Unity3D. The game uses Prime31 Plugins for Social networking. The issue is that we are not able to generate a Simulator build, which is required for Facebook's Permissions review (our App requires publish_action permission, for which review is mandatory). We did some R&D and found out a solution as below.
http://support.prime31.com/13690/how-to-create-a-package-for-facebook-review?show=13690
We are not so sure if we want to try the steps mentioned above, so we hoped you could help us out.

Testing Facebook Native iOS App

I would like to integrate Facebook into an iOS application I am building, however it seems there is no way to set up a Facebook 'Native iOS Application' with an iOS application that is not already published and available in the App Store.
When I Set up a Native iOS Application for my Facebook App from my Facebook developer's account it requires that I fill in my App Store ID. However when I submit I get the following error message:
Your iPhone App Store ID is invalid because the iTunes App Store
reports your app as being unavailable for iPhone and iPod touch.
I have set up my application on iTunes Connect, but I have not submitted my binary yet as I am in the process of building it, so I assume that this message is due to it being unavailable on the App Store.
This seems like a catch 22 situation. I can't test my app until its in the App Store but I can't get my app in the AppStore until I have tested (and built) it. How can I test my iOS application with Facebook before release?
I've been there, but the solutions is simple.
Don't fill out the Facebook 'Native iOS Application'!
For testing all you needed is the Facebook appid.
Later on in the Deep Linking portion of the iOS Facebook Tutorial, it also mentions the AppStore ID and that you can use somebody else's ID temporarily to get all the data to save. They just say to make sure you use your own id when you finally do publish the app.
I dont think facebook Native iOS App settings are necessary. I have done facebook login with it in two of my apps and without it in one of my app and all are running well. Here are workaround by me:
Native iOS Facebook SSO won't return to app

Facebook Authorize not working on free version of app

I have a free and paid version of my app on itunes but as the free version has in app purchase I cant use the same bundle id across the two apps and therefore the only way I can see of adding facebook to the free app is having a second facebook app registered?
I have done this but for some reason when calling [facebook authorize: permissions] my app boots up the facebook app but returns straight away to my app, not getting in to any of the handleOpenUrl functions or even asking the user for permissions. The code is identical line by line to the paid version of my app with the only difference being the appID that is used. Any ideas what would cause this? Facebook did work on both apps until the recent updates.
After further playing around with this code I have found it works if I tell it to not use the FB App and to instead use safari authorisation. Still failing to see why I can use the app on one app but not another :s
Log in to developers.facebook.com and check your iOS bundle ID for your free app carefully. Make sure the bundle ID you tell Facebook is exactly what your app thinks it is. If it's not identical, the new Facebook app will not allow your app to authenticate.
You can have multiple iOS apps use the same Facebook app. Check this link..
https://developers.facebook.com/docs/mobile/ios/build/#multipleapps
There are three steps:
Add the additional bundle id in your apps "iOS Bundle ID" file in your faceBook app settings.
Then in your iOS apps, use the 'urlSchemeSuffix' option in the 'initWithAppId' method.
Modify the URL Schemes property in the info.plist.
The link explains it in detail. No need to register a 2nd app with Facebook.
Hope this helps.