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  1. Posts
    6,320
    @ciaravoh, I am trying to reproduce what you are seeing and on 3 different devices so far all is well...


  2. Posts
    237
    Mike,

    I'll have to find another way to publish to facebook.

    thank you anyway.

    hervé


  3. Posts
    237
    Mike,

    I try to summarize. Can you please confirm that the App ID must have 'fb' first when enter in the plist editor (in unity) ?
    Is the Init() method must contain 'fb' + AppID or only the AppId ?
    Is there a specific setup for Application in facebook.com/developers ?
    is there a problem when the official facebook is install on the device ?
    why the secret is not used ?

    thank you for your help.


  4. Posts
    6,320
    @ciarovoh, you are correct, you must put 'fb' + appId in the plist editor. You can confirm this is working by doing a login() and if control bounces back to your app it is up and running properly.

    init() only takes the appId without the 'fb'.

    for app setup, I didn't modify any settings at all for my apps.

    the official app will be used to authenticate if it is available. If not, Safari will be used.

    i have no idea why the secret isn't used for mobile. I guess Facebook feels the appId + url scheme is enough security. if you shoot me an email (questions at prime31.com) I can send you the demo scene Xcode project with my appId in it so you can see how it is all supposed to work.


  5. Posts
    237
    Mike,

    I sent you an email with the screenshot of facebook page "you have already authorized <application>"

    please have a look. Thank you.

    hervé


  6. Posts
    65


  7. Posts
    237
    Quote Originally Posted by forrestxy View Post
    @ciaravoh
    I have the same issue and unfortunately it is a known issue

    http://forum.developers.facebook.net...c.php?id=84548
    http://forum.developers.facebook.net...c.php?id=87884

    there's a workaround here(didn't tested):
    http://coffeeshopped.com/2011/01/sav...cebook-ios-sdk

    I've opened a bug at
    http://bugs.developers.facebook.net/...g.cgi?id=16958
    vote/comment it!
    thank you ForrestXY. At least we know now. I'll have a look to your post and +1 on it.
    thanks.


  8. Posts
    6,320
    Just a quick heads up: we just released the NectarSync Plugin! This is the feature that every mobile game needs: WiFi syncing of saved game state. With one line of code you can transfer all of your PlayerPrefs and the entire contents of the Documents directory from one iOS device to another. Start playing a game on the iPhone while on the go then just transfer the saved state to your iPad and continue right where you left off!


  9. Posts
    237
    Quote Originally Posted by forrestxy View Post
    @ciaravoh
    I have the same issue and unfortunately it is a known issue

    http://forum.developers.facebook.net...c.php?id=84548
    http://forum.developers.facebook.net...c.php?id=87884

    there's a workaround here(didn't tested):
    http://coffeeshopped.com/2011/01/sav...cebook-ios-sdk

    I've opened a bug at
    http://bugs.developers.facebook.net/...g.cgi?id=16958
    vote/comment it!
    Hello ForrestXY,

    any news on that bug ? I've received 2 or 3 mails from fb but the bug is supposed to be still there...

    thanks for the update.

    hervé


  10. Posts
    65
    unfortunately not
    the current bug status is Triaging. Will follow up.


  11. Posts
    237
    Thank you.

    They have updated yesterday with some recommendations. did you follow them ?

    I've deleted and recreated the application in Facebook and it works for a while. But now this is back to the bug for authorization.

    thanks.



  12. Posts
    6,320
    @forrest, it appears FB doesn't know how their own API works. Calling authorize does not use the in app popup for authentication unless the app doesn't support fast app switching or is on an older device. They linked to a page that even tells you to setup a URL scheme which is how they send control back to your app after leaving it.


  13. Posts
    24
    @Prime

    I can't post a message using the function "postMessage" and I can't post an image with "postImage"
    but with "showPostMessageDialog" it works ok and I see the post in my wall.

    When I ask if user is logged in always returns false with "isLoggedIn"
    and when I use "postMessage" or "postImage" the result in debugger is:
    ----------------
    (Filename: /Applications/buildAgent/work/71ca6fec1b41cc30/Projects/../ Runtime/Export/Generated/BaseClass.cpp Line: 252

    facebookCustomRequestFailed failed: The operation couldn’t be completed. (facebookErrDomain error 10000.)
    -----------------

    In the facebook/developers web page I check this option:
    Mobile and Devices -> Core Settings -> Application Type = HTML5/mobile web
    (instead of: Native App)

    Any idea?

    Thanks,

    Joel
    Last edited by jsr2k1; 05-01-2011 at 12:28 PM.


  14. Posts
    6,320
    @Joel, I believe error 10000 means you don't have permission to do that which would explain why postMessage fails and the dialog succeeds. The dialog is really just the user posting a message while postMessage is you doing it on behalf of the user. Be sure you have the publish_stream permission. I don't know if changing your FB app type has any effect on the way the API works but I can say that using the default app settings does work.


  15. Posts
    24
    @Prime, ok, but how can I have the publish_stream permission? I can't see the option in developers.facebook.com


  16. Posts
    6,320
    @jsr2k1, try this from the Social Networking Plugin docs:

    // Opens the Facebook single sign on login in Safari or the official Facebook app with the requested permissions
    public static void loginWithRequestedPermissions( string[] permissions )


  17. Posts
    237
    Quote Originally Posted by Prime31 View Post
    @forrest, it appears FB doesn't know how their own API works. Calling authorize does not use the in app popup for authentication unless the app doesn't support fast app switching or is on an older device. They linked to a page that even tells you to setup a URL scheme which is how they send control back to your app after leaving it.
    Well, this is strange how fb ignore how their interface runs. I now have a better behaviour but on a regular basis, I still have the 'authorization already given' pages. that's crap...
    Last edited by ciaravoh; 05-02-2011 at 10:36 AM.


  18. Posts
    126
    [QUOTE=ciaravoh;558170]
    Code:  
    1. ... 
    2. FacebookBinding.login();
    3. ...

    Change this line to:

    Code:  
    1. FacebookBinding.loginWithRequestedPermissions(["publish_stream", "offline_access"]);

    The standard login function that Prime31 provides only gets a limited time access token, so when you call isLoggedIn the token is no longer valid (an expiration timestamp is cached along with the access token, and it's the timestamp that's checked during isLoggedIn.) So, Facebook has to go out to the browser each time to get a new token (you've already authorized the app, it just needs a new token.) The loginWithRequestedPermissions will allow you to get an "offline_access" token which means it never expires (well, at least in your lifetime) so you only need to get it once and it will never invalidate until you logout your app from Facebook.

    You'll need the current version of the plugin, which it looks like you have, as Mike added this as per my request a few weeks ago
    Last edited by squidbot; 05-03-2011 at 11:06 AM.


  19. Posts
    237
    Thank you Squidbot, I'll try in a minute. just not sure about the [] syntax in c#.
    I'll let you know.

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