Unity3d Android App can not be listed in Facebook AppCenter - facebook

I developed a game for Android with Unity3d. I am using the latest Facebook Unity SDK (Version 5.1).
The game is NOT published on the Google Play Store, yet.
I want to release it soon and I want Android to be a listed platform in the AppCenter.
For some reason I can not switch it on. It says: "This platform cannot be listed because it is either configured incorrectly or not supported in App Center".
I also created it as a canvas app. I can switch that on!
Is this because:
a) The Facebook Unity SDK is not support by the AppCenter (https://developers.facebook.com/docs/games/appcenter/guidelines states that an Android App should use the Facebook Login SDK for Android, see "Eligibility Requirements")
b) The App is not published on Google Play.
c) A wrong configuration. What could this be? I filled in every possible box and uploaded the needed screenshots.
d) something else?!?
Thanks in advance!

I got problem solved with enabling single sign on in settings->basic->android.

Related

How to start Gameroom login integratoin for Unity games?

"Gameroom(windows)"
I'm trying to integrate our game with Facebook Gameroom. The first step is Login integration.
Seems, the official SDK does not support "Gameroom(windows)" Login.
Where can I find the unity SDK that supported "Gameroom(windows)" Login?
Has anyone integrated with Gameroom before?
Thanks.
I had the same question up until yesterday. I would direct you to this link: https://developers.facebook.com/docs/games/gameroom
You want to use at least Unity 5.6.2 and use the Facebook Gameroom (Windows Native) build included in Unity. Use the 7.10 SDK (choose it from the dropdown it'll say 'Facebook SDK 7.10.1') on the Build Settings screen.
The link that I gave is needed as once you have the build set up there's a lot of things that you need to do to make it work, and the link will help you through that. (On the page in the documentation, there's a link that will take you to the build and testing page - it's the second set of instructions).
I'm currently in the process of porting over a Mobile game to FB Gameroom, so I am going through it myself. Oh! and you'll want to have the 7.10.0 Facebook SDK (available from Facebook) as a .unitypackage file.
The reason for the unity package version is that you will seriously want the examples directory and scripts so that you can implement facebook's api. Do NOT install the entire package as that will blow everything up, just need the scripts and the scenes.
That should get you started. Also, a tech-tip... if you are using UNITY IAP, it will log into facebook on its own (to set up the codeless IAP stuff). I found that out AFTER I modified the examples to handle the login and initialization of the Facebook API.
Good Luck!!!

Firebase for Unity3d Windows App

I have been trying to figure out the best way to implement dynamic photos and voice notes into my Unity3d app, and am looking for guidance about the correct backend/database to use. There would be two apps, one that a user would login to and upload content: I am working with someone that can build an Android app that allows for a user to login with Google, Facebook, etc and upload content (images, messages, etc) to their profile using Firebase. The other half would be the Windows Oculus Rift app.
I am building a Unity VR experience for Oculus Rift that needs to use this user content dynamically during runtime, but I am not sure the best way to connect Unity with Firebase. I am aware of the recent Firebase SDK for Unity, but the examples show use cases for Android and IOS builds from Unity, whereas I would need to build to Windows for use with the Oculus Rift. Will the Unity Firebase SDK work for Windows and if not, are there any suggestions about the best way to accomplish my goal?
Thank you,
Jacob
The current version of the Firebase Unity SDK only works on Android and iOS. There is nothing on the road map to implement desktop apps in Unity at present.
Note that you can still interact with the Firebase Database using the REST API.

GameAnalytics, validating in app purchases on Unity

I'm setting up for the first time GameAnalytics in my Unity3D project.
I'm try to figure out if there is a way to validate in app purchases for both android and iOS from it.
In the docs I found http://www.gameanalytics.com/docs/ga-data#business-event. I understood that you need to work with native sdks to get this feature, am I right?
Could it be an option to configure from the dashboard an android and an iOS game and then changing the keys in unity with precompilator instructions? (like #if UNITY_ANDROID)?
I am an SDK developer # GameAnalytics.
Yes.
There is a way to make the GA servers validate Android and iOS IAP purchases in business events. From Unity.
Short story
You need to send the receipt in the business event after the purchase.
You can read our complete Unity tech guide in the Github Repository.
Regarding IAP validation you should read this section.
https://github.com/GameAnalytics/GA-SDK-UNITY/wiki/Business%20Event
About the keys
You should create a game for Android and iOS in our tool at go.gameanalytics.com
Inside the Unity Editor you can add platforms (Android / iOS) and then add specific keys to each.
You can read more about the in-editor settings in the wiki docs as well. Including how to login and select games directly in the editor.
Let me know if you have any issues. You could also file a support case with our friendly support staff.
When you install the Game Analytics unity package, you are essentially installing the native libraries for each platform (Android, iOS, ...) located in the Plugins folder.
If you want to target multiple platforms in your code with an API like Game Analytics, I recommend you use the preprocessor tags as you mentioned since the functions from Game Analytics are platform specific.

Authentication via Facebook in a cross platform unity3d application

I am working on a game in Unity3D (version 4.3.4) which I want to build to mobile platfroms Android and iOS. I am trying to make the login via Facebook. I have downloaded and imported Facebook SDK for Unity (5.0.4) into my Unity project. I have also made all the prerequsities for autheticating a unity3d game via facebook sdk (register app on FB dev website, added the app id to unity project and wrote the code for FB.Login, which is in the documentation of the Facebook SDK for Unity).
When I ran the app in Unity3D editor, everything is working (DLL is loaded, facebook window popups...), but when I build the Unity app to any kind of platform (android, iOS, desktop, web...) and I open the game, then the Facebook SDK is not loaded anymore, authentification is not working. I have found the next error: "Facebook Dll: Not Loaded". Maybe this can cause the problem (and maybe some other things), I dont know.
I have tried everything. I found on the web that there can be a version problem with Unity3D and with the SDK, so I tried to build the project with older version of Unity3D (4.2.2) and with older version of Facebook SDK for Unity (4.3.3) but nothing helped.
Please help me If you can.
Did you also fill out the required fields for Android and iOS in the developers.facebook.com/apps. You need to add a platform for them and fill in the Bundle Identifier (aka Package Name) and the Class name.
Also the SDK doesn't support Desktop and only supports web if your app is on Facebook Canvas.

Unity3d Facebook SDK: properties on iOS don't get published

we are working on share functionality for our unity game using the Facebook Unity SDK.
We are using FB.Feed for our post and share additional links at the end of the post using the 'properties' parameter and sending a Dictionary.
This works nicely on Android and for the webplayer but nothing is shown when using the iOS version which has the exact same codebase.
This seems to be a bug since the same happens using the interactive console example.
Can anyone confirm?
Is there an official forum for the FB Unity SDK? The beta goup on facebook seems to be dead.....
Help very appreciated.
Simon
We are deprecating the properties functionality. Just so you know, for your specific use case the properties are unnecessary. We will automatically send users to the Google Play store when they click your game's link on Android and the iTunes store when they click it on iOS.