facebook-unity-sdk

Integrate Facebook Messenger into Unity

不打扰是莪最后的温柔 提交于 2019-12-13 05:18:04
问题 How integrate sharing via Facebook Messenger in Unity game. I have olready try to use Facebook Unity SDK 6.2.2 and 7.0.2 beta. Does Facebook SDK support it? 回答1: This is not possible at the current time via the Unity SDK. Right now there is no support for the Messenger SDK as it is only available for Android and iOS. In the current versions of the Facebook Unity SDK the only options you have for sharing/sending requests are the FB.Feed and FB.AppRequest methods. 来源: https://stackoverflow.com

Does FB.PublishInstall Require AuthToken?

无人久伴 提交于 2019-12-13 04:51:04
问题 As far as I'm aware, most FB calls require that the user is logged in and has a valid authtoken. Questions Do FB.PublishInstall and FB.AppEvents.LogEvent require a valid authtoken? Can I call FB.PublishInstall every time the app launches or do I have to track if I've ever called it and only call it once per install? Do I even need to call PublishInstall or does this get taken care of automatically? From my reports on Facebook, it looks like I already see total installs and I'm not currently

FeedRequest not working. “An Error Has Occured, please try again later”

假装没事ソ 提交于 2019-12-13 04:13:29
问题 I have the facebook SDK (Beta 5.04) integrated in my Unity project (Unity 4.3). I have the application in Google Play in Draft mode, and the application in facebook live (with the correct information in the Android Tab). I can log in into the application without a problem, but when I go to do a FB.Feed, I get the messsage "An Error has occured, please try again later". I looked at the Unity logcat, and it was clear of erros. Then I looked at the FB logcat, and also there are no errors shown:

Unity FB SDK on iOS: Problems with FB.Feed function

戏子无情 提交于 2019-12-13 03:00:54
问题 We started using Facebook's SDK in our game which was made with Unity. We are trying to post "brag posts" when people win against their friends, and we use FB.Feed with the friend's ID in the "to" parameter. In iOS devices running with an older FB app version, a small popup opens up inside the game - and it works perfectly well. However on devices running the newest FB app version, when we call this function the FB app is opened, completely losing focus from our game, and an incorrect brag

Conflict with activity tags on android manifest: Unity Facebook and Vuforia in Unity3d

佐手、 提交于 2019-12-13 02:09:12
问题 Both Unity Facebook and Vuforia(AR) plugins require that I use android.intent.action.MAIN and android.intent.action.LAUNCHER in the Android Manifest. I had tried Brain's Brain's solution, but my problem can't be solved. The application can't receive the FB.Login callback. And the status of FB is OPENING. In my situation, I am using Vuforia and Unity Facebook plugin. And the Vuforia require that use android.intent.action.MAIN and android.intent.action.LAUNCHER. <activity android:name="com

Frictionless requests are not working in FBUnitySDK

随声附和 提交于 2019-12-13 02:00:32
问题 This is the code of my FB.cs file which is a by default code from unity fb sdk. If you see at line number 10 I have already marked frictionless request as true by default by removing the variable and just putting the value as true. private static bool frictionlessRequests=true; public static void Init(InitDelegate onInitComplete, HideUnityDelegate onHideUnity = null, string authResponse = null) { Init( onInitComplete, FBSettings.AppId, FBSettings.Cookie, FBSettings.Logging, FBSettings.Status,

Getting install referrer when installing from FB requests

…衆ロ難τιáo~ 提交于 2019-12-12 21:22:23
问题 We are using the Facebook SDK for Unity (v6.2) for our game. Our game is available on both Android, iOS and now Canvas. We're sending different types of requests in the game to the player's FB friends. The behaviour (on mobile) is that if the game is not installed, the receiving user will be redirected to the store and then he could launch the game to receive the request. During this flow, we lose all the information of the install referrer (we'd like to see whether a player installed our

“IOException: Sharing violation on path” on building a Unity project on Mac OS X with Facebook Unity SDK 5.1

非 Y 不嫁゛ 提交于 2019-12-12 18:35:03
问题 I get an "IOException: Sharing violation on path" after importing the Facebook Unity SDK. The exception is thrown from FacebookPostprocess.cs:35, when the PostProcess tries to Save the modified Xcode project. 回答1: It seems the modified version of XCodeEditor, the Facebook SDK uses, doesn't close the StreamReader. You should change these lines in Assets\Facebook\Editor\iOS\third_party\XCodeEditor-for-Unity\XCProject.cs from: projectFileInfo = new FileInfo( Path.Combine( this.filePath, "project

Changing CurrentAccessToken in Facebook Unity SDK

点点圈 提交于 2019-12-12 05:12:28
问题 I'm trying to post to a Facebook page AS the page using the Unity Facebook SDK running on iOS. As I understand, to do that, I need the pages access token with manage_pages and publish_pages . I know that I can get it from /me/accounts?fields=access_token , but how do I tell AccessToken.CurrentAccessToken to use my pages access token instead? Right now i'm using the following: var wwwForm = new WWWForm(); //wwwForm.AddField ("access_token", "A-T I NEED"); wwwForm.AddBinaryData("image",

FB.Logout() not working in Facebook UnitySDK

耗尽温柔 提交于 2019-12-12 04:53:17
问题 I've managed to successfully log in FB using FB.Login function. Now I want to log out: FB.Logout(); Debug.Log("FB IS LOGGED IN " + FB.IsLoggedIn); I am expecting the above code to print the value of FB.IsLoggedIn as false and to ask me for a login and password on the next FB.Login . In fact the value of FB.IsLoggedIn is true and I am not being logged out: next call to FB.Login does not ask for password and I am not being logged out when I open facebook site in my browser. I've also tried to