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.
Related
I am using Firebase in my project to get the data. Problem is when I run debug version app works fine and show the fetched data but when I create a release version of it and then open my application It's shows blank screen. It is strange and I am not getting why this happening. To understand the issue I have given the two videos of it and also the project repository link, and the problem I am facing in the Book_Screen.dart.
Project Link: https://github.com/jaydip-pawar/Hindi-Audio-Bible
In Debug Version:
In Release Version:
It is hard to catch problem in release mode. But you can try to open "Uncaught Exception" from the debug panel and if some error occurs, try to fix them.
If you can't solve the problem, you can comment widgets one by one. In this way, you can look for the specific lines of code that causes the error.
If you are using playstore inbuilt keystore, add those sha1 from playstore to firebase app setting.
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
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.
I've made an app (called BeSharp), tested it a lot, uploaded it to Apple AppStore, and now all users report that the pop-up menu I use (custom one) does not respond to clicks.
It does not crash, so I don't understand how to get some debugging done.
So, the question:
How can I debug release version?
Thanks in advance.
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Thanks everybody for comments.
I solved the issue.
After inserting some NSLog into code, and running release version on real device, I have pinpointed the issue, and it was in custom button component - in 6.1 some Alpha test function works incorrectly.
So I just updated it and everything worked fine.
i use xcode 4.3.2 with phonegap 1.6. my app runs well the first time, but if i close the app in the ios simulator and i launch it for the second time, it crashes. Why?
This is probably only in the simulator. I have had it a couple of times in the simulator but it never happened to me on-device.
I am currently having this issue, except in Android. This is with the release flag. More info can be found here: https://forum.ionicframework.com/t/v2-android-second-app-start-doesnt-work-for-release-version/125583
but here is a copy pasta in case the link goes down:
Synopsis:
My app has a canvas on it on the page html. On second start of initial install, app start doesn’t show canvas. I know because the body tag has a background and the canvas has a different background. The page does not have a module defined for it. This is only when built with --release
Environment:
Ionic: 3.20
Cordova: 7.1.0
Angular: 5.2.9
Android: 6.1.2 (I think build target 25)
jdk: 1.8
Additional Info:
I am sort of doing bleeding edge stuff, but I am now out of the realm of being able to solve this on my own. I am using pixi.js, specifically from an additional interface library called angular2pixi. A2p doesn’t support --aot building.
Before I go on, let me reiterate everything works, even on multiple app restarts for everything other than --release.
The top level architecture is fairly simple:
a2p provides a service that has an instance of pixi. My app uses that service and has a page with a canvas awaiting Pixi’s rendering. When the app initializes, it starts up the pixi service, passing it the canvas reference and voila: html5ified angular.
I have offloaded the actual initialization of the rendering to a user clicked button to make sure it’s not something to do with life cycles but that didn’t work either. Even more interestingly, the button I made didn’t show when the app didn’t load. So likely, this means the ion-content itself isn’t showing!
Most interestingly, if I go into app info and delete storage (not cache) then it works on next app start! I am using localstorage but I attempted removing all mentions of it and no luck. ALSO On second install, or rather what would more technically be an update, the app works on every start after that.
This happens on android and I can’t seem to replicate it in iOS other than the first time I tried. Because it is a release build, it’s difficult to debug. I attempted using Ionic Pro Monitoring to no avail.
So far, my leanings are:
some type of caching causing a bug with the canvas itself
an error that is causing cordova or ionic to terminate
problem with my build process
a2p’s architecture (how could I go about debugging this given I have little knowledge of the underlying mechanics of cordova/ng2 -> native compilation?)
a cordova plugin (perhaps causing one of the above)
So as you can probably tell from my formatting, I’m somewhere between nerd heaven and hell. Such a fascinating problem… but plis halp