I'm having some problems with the facebook sdk for android.
Everything works fine till I add a keystore/key in Player Settings -> Publish Settings.
When I build the .apk without a keystore/key everything works fine i can log in to facebook and use all the functions no problem. But after I have made a keystore/key so I can upload the app to Google Play it suddenly stops working
I have also try it with the Facebook SDK example InteractiveConsole and the same happens. The little white box
at the bottom says "Login cancelled by Player". I think this problem has to do with the Debug Android Key Hash.
I have been stuck on this problem for like a week now, I have google it alot and have come across threads saying tha unity takes the wrong Debug Android Key Hash. That is why I used Facebook-Unity-Fix uploaded by Kabe0 on https://github.com/Kabe0/Facebook-Unity-Fix.
After using the Facebook-Unity-Fix instead of the normal facebook SDK for unity, I got a different Debug Android Key Hash, so I replaced the Debug Android Key Hash in my App -> Settings -> android -> Key Hashes (In the Facebook Developer Site). with the new Key Hash that i got.
But the same problem still happens "Login cancelled by Player". I am officially out of any ideas how to fix this. Can someone please help me out.
Related
So months ago I was trying to upload my Flutter app to the App Store (it's already on Android) but kept getting rejected because when the Apple testers tried to sign in with Apple on their emulators, it gave an error message. It worked fine on all physical devices. I gave up trying but now I'm back at it and wonder if anyone knows if there is some sort of firebase_auth / flutterfire_ui version combo that happens to work in every situation (apple, google, email sign-in). I've tried the latest versions of each and the issues still exist. If I can't figure this out I will have to write my own sign-in page from scratch, which I would rather not do.
Sounds like a bunch of others are having the same issues. Has anyone experienced anything like this? Thanks!
I have deployed a flutter app on the google play as a production mode, which is this link, https://play.google.com/store/apps/details?id=yurikanamba.lovealapp
(sorry the social login doesn't work now)
I can see the latest update from the link, like screenshots, but I can still see the word (beta) right next to the app name like this.
I sent this link to some of my friends, but they cannot see the (beta) like I do.
Do you know why I can see that and how to get rid of the (beta) right next to the app name?
I guess I should disable the Beta project in our App releases on google console, but there is nothing I can deactivate my beta release...
I have got the same problem:
First I published my app as a public beta version then I released it to production track. However, when using my developer profile I'm still seeing this Beta title.
I have a tried to unregister from testers list, then cleared my browser cache (desktop and mobile), my Google cache but I'm still seeing it.
Try this anyway, it might work for you.
The only solution I found is to use another account that was not listed as beta tester, but it seems that for profiles who have been (or still are) beta testers, "Beta" won't go away from your app title.
I am working on an app that uses Firebase dynamic links. All throughout testing, the base link, and deep links would open the app, as expected.
At some point, this stopped working on my test device. I tried turning the Associated Domains off and back on again (format is applinks:myappid.app.goo.gl). My URL Types setup in Info has the URL scheme set to my app's bundle id, which is also reflected in Firebase. My AASA still has the expected info in it as well.
I also tried long pressing on the link in both notes and messages (don't get an option to open in app, just open), but it still refuses to work. Oddly enough, it still works in simulator. Any help would be appreciated.
Update: I uploaded the build to TestFlight, and it works properly there. It looks like the issue only occurs on a physical test device, with the app being built from XCode.
Solution Update: Oddly enough after installing a dynamic links build via TestFlight, subsequent XCode test run builds started working properly again. Not the most elegant solution, but at least it is working now.
Update:
This most likely has to do with an open issue that prevents the AASA file from being updated or installed. Currently the only work around is to delete the app, reboot the device, and reinstall.
http://www.openradar.me/radar?id=4999496467480576
I'm on Unity 5.1.1, Facebook 7.0.2 beta and testing on Android 5.1 and iOS 8.4 devices.
I'm doing FB.Init(); with "status = true" to recover the session and "autologin". But my problem is that it doesn't work. When I call Init in onInitComplete callback FB.IsLoggedIn returns always false.
I have tried in my project and in a blank project with the example scene. In the example scene I click on FB.Init, FB.Login, I log in then I close the app and open again and I have to login again.
Is it a bug?
We're having the same issue. It is a bug on Facebook's part. The result of the Init call doesn't seem to include any information about the player at all. In fact, it includes different type of useless data depending on the current platform.
Facebook has acknowledged the bug and they said it's fixed in the next build which hasn't been released yet. You can see the bug and that acknowledgment here.
https://developers.facebook.com/bugs/1459551294340956/?search_id
Problem
FB.Request() callback parameter is never being called on Android. It works fine on iOS.
Info
Unity Version: 4.3.0f4
FB SDK Version: 4.3.6
FB SDK Build Version: 131121.17562b74012d24a
Repro Steps
Start a new Unity project and import FB SDK 4.3.6
Change to an Android project and fill out your keystore info
Edit FacebookSettings to match what's in developers.facebook.com in your app
Edit InteractiveConsole.cs to add a Debug.Log() on the first line of Callback(FBResult result) (which is the function that should be called when a feed request is done).
Build the project with the InteractiveConsole scene
Init, Login, and try to post. Notice that your debug log never occurs even though the adb logcat says "“FBUnitySDK( 3272): sending to Unity OnFeedRequestComplete({“id”:”12321312321 blablah”})"
Details
We noticed that OnFeedRequestComplete(string message) in AndroidFacebook.cs, has nothing in it. Also, the callback parameter in FeedRequest(params…) in AndroidFacebook.cs is not being used at all.
Sorry if this is a known-issue but I don't see any similar posts on StackOverflow or on developers.facebook.com/bugs.
Thanks for pointing that out. I'm getting a fix in for that. It'll be out for the next update.