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[Released] Mobile Social Plugin

Discussion in 'Assets and Asset Store' started by stanislav-osipov, Feb 21, 2014.

  1. Dougomite

    Dougomite

    Joined:
    Jul 15, 2011
    Posts:
    58
    I'm having a similar problem. Everything works fine with the Facebook login the first time. After logging into Facebook I use the AccessToken to login into my database. Anytime after the first Facebook login, the database login complains that the AccessToken is expired. To get around it I've had to call SPFacebook.Instance.Logout(), before I login again.

    Another problem I'm having is that any calls to 'LoadProfileImage' seem to just hang and never callback. I have the same problem when I try to grab the profile image through the WWW class and the url from 'GetProfileUrl'. I'm only getting the problem on mobile, the workflow seems to run fine on Editor.

    I'm getting these issues while using FaceBook SDK v7.2.2, Social Plugin v7.4 and Unity v5.3.2.
     
    Last edited: Feb 10, 2016
  2. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    I rechecked code snippet you provided one more time.

    Please, try to call StartShareIntent method as following
    Code (CSharp):
    1. AndroidSocialGate.StartShareIntent("Hello Share Intent", "This is my text to share", tex, "insta");
    Pay your attention to insta package pattern instead of instagram.
    Please, try this on your own.

    Cheers!
     
  3. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I performed a lot of additional tests on my side.
    Yes, guys, such an issue you described took place.
    This issue took place only with Facebook SDKs v7.x
    For now, this issue is fixed and the fix will be available with following Mobile Social Plugin update.

    If you don't want to wait for the official update, you can apply the fix to your project manually.
    Please, replace SP_FB_API_v7.cs script in your project with the script from the attachment of this post.

    Thank you for your patience and understanding!
    Have a nice day!

    Best regards,
    Alex
     

    Attached Files:

  4. loko08

    loko08

    Joined:
    Oct 6, 2013
    Posts:
    57
    -----_________-------

    Well better late than never, thanks Alex
     
  5. Chaz32621

    Chaz32621

    Joined:
    Apr 17, 2015
    Posts:
    199
    Hey Alex, any chance you can take a look at my cause. I still am having problems. Attached is a logcat of my game.

    The first instance of it Game1Run is when the player has never logged in under facebook so the user clicks login and the init begins. Everything works fine and the player facebook pic shows.

    Now the second instance is when the player has already played the game and logged in under facebook this is called.
    Code (CSharp):
    1.   if (SPFacebook.Instance.IsLoggedIn)
    2.   {
    3.   IsAuntificated = true;
    4.   Debug.Log("Logged In Sending to Char Sel");
    5.   SIGNIN.SetActive(false);
    6.   CharSelCam.SetActive(true);
    7.   FBLogin.SetActive(true);
    8.   CharSelectionLight.SetActive(true);
    9.   CharSelectionChars.SetActive(true);
    10.   LoadUserData();
    11.   }
    Now both of the logcats are almost identical other then the fact that when I do a
    Code (CSharp):
    1. Debug.Log(SPFacebook.Instance.UserId.ToString());
    the first login sends back a UserId while the one where the player is already auto logged sends back nothing..... Maybe I am missing something??

    I attached the logcats.


    See Lines in Game1Run:
    Code (CSharp):
    1. I/Unity   (21103): FB Loading....
    2. I/Unity   (21103):
    3. I/Unity   (21103): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    4. I/Unity   (21103):
    5. I/Unity   (21103): [UserDataCallBack] result.RawData {"id":"999999999999999","name":"Bill Bob","first_name":"Bill","last_name":"Bob","link":"https:\/\/www.facebook.com\/app_scoped_user_id\/999999999999999\/","locale":"en_US","location":{"id":"999999999999999","name":"Fake, GA"},"gender":"male"}
    6. I/Unity   (21103):
    7. I/Unity   (21103): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    8. I/Unity   (21103):
    9. I/Unity   (21103): User Data Loaded!
    10. I/Unity   (21103):
    11. I/Unity   (21103): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    12. I/Unity   (21103):
    13. I/Unity   (21103): 999999999999999
    14. I/Unity   (21103):
    15. I/Unity   (21103): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    16. I/Unity   (21103):
    17. I/Unity   (21103): Done
    See Lines in Game2Run:
    Code (CSharp):
    1.  
    2. I/Unity   (21944): FB Loading....
    3. I/Unity   (21944):
    4. I/Unity   (21944): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    5. I/Unity   (21944):
    6. I/Unity   (21944): FB.Init completed: Is user logged in? True
    7. I/Unity   (21944):
    8. I/Unity   (21944): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    9. I/Unity   (21944):
    10. I/Unity   (21944): [UserDataCallBack] result.RawData {"id":"999999999999999","name":"Bill Bob","first_name":"Bill","last_name":"Bob","link":"https:\/\/www.facebook.com\/app_scoped_user_id\/999999999999999\/","locale":"en_US","location":{"id":"999999999999999","name":"Fake, GA"},"gender":"male"}
    11. I/Unity   (21944):
    12. I/Unity   (21944): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    13. I/Unity   (21944):
    14. I/Unity   (21944): User Data Loaded!
    15. I/Unity   (21944):
    16. I/Unity   (21944): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    17. I/Unity   (21944):
    18. I/Unity   (21944):
    19. I/Unity   (21944):
    20. I/Unity   (21944): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    21. I/Unity   (21944):
    22. I/Unity   (21944): Done
    23. I/Unity   (21944):
    24. I/Unity   (21944): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    25. I/Unity   (21944):
    26. I/Unity   (21944): User didnt like our page
    27. I/Unity   (21944):
    28. I/Unity   (21944): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    29. I/Unity   (21944):
    I have updated to latest version as well. Still not working?? I changed the ID and changed data around for my sake lol. So the 9999999... arnt really what it is but you get the point.
     

    Attached Files:

  6. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I have to perform additional tests on my side.
    You will get my feedback as soon as it will be available.
    I'll provide you the solution for such an issue if needed.

    My advice for you is to contact The Stan's Assets Support Team directly.
    You will get great assistance in a short time.

    Best regards,
    Alex
     
  7. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    I have the fix for you!
    Please, replace SP_FB_API_v7.cs script in your project with the script I provided in the attachment from this post.
    All the issues with UserId should be fixed.

    If any issues will take place even with the new script - feel free to contact me.

    Cheers!
     

    Attached Files:

    Chaz32621 likes this.
  8. Chaz32621

    Chaz32621

    Joined:
    Apr 17, 2015
    Posts:
    199
    Perfect! Works good now!! Thank you so much!

    Also, I am trying to limit my game size what do I need to keep to keep the function of SP.Facebook and SPTwitter. But remove anything that is not needed. I know I need to keep SP_Facebook.cs and of course SP_FB_API_v7. I removed v6 as I was not using v6 and deleted some code out in SP_Facebook. Are these the main 2 scripts to function for SP.Facebook is there more? What about SPTwitter?
     
  9. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    The largest part of Mobile Social Plugin is Facebook SDK.
    Other parts such as Twitter native Libs are not so big.
    So, my advice for you is to leave the plugin core as it is.

    Please, think about plugin updates.
    If you manually remove the plugin part, you will be prompted to make such a cleanup every time you update the plugin from the Asset Store. Otherwise, you will not be able to update the plugin.

    Removing C# scripts from the project is really useless idea for reducing build size.
    That's not the best way you should go.

    Cheers!
     
  10. Chaz32621

    Chaz32621

    Joined:
    Apr 17, 2015
    Posts:
    199
    Hahah yah I guess I'm just trying to find every little thing to do to reduce the size. I went from 200mg to 140 but I want to get it down to less then 100mb which I hope I can do :(
     
  11. Dougomite

    Dougomite

    Joined:
    Jul 15, 2011
    Posts:
    58
    Hey Alex, thanks for all the help so far. I grabbed latest and it was great to see the profile picture and Facebook login bugs were fixed.

    I wanted to mention a problem I've seen in the plugin for a while that I'm surprised no one else has run into. The 'OnUserLikesResult' function in SPFacebook.cs tries to grab the "category" from the Facebook like but I don't think Facebook likes have categories anymore so that line, 820, throws an exception for me when I'm grabbing Facebook likes.

    I'm not sure if it's something about my Facebook permissions that I'm not getting a like's 'category' or if it is some possibly obsolete code. I keep seeing it reappear when I update the plugin so I wanted to bring it up.

    To go along with this issue, it looks like Facebook no longer sends you all of the users likes just first 100, I think and you need to re-request the next 100. I was wondering if you all have any plans on creating a function to help with grabbing all of a users likes.

    Thanks again for all the help.

    Edit:
    Since it was on my mind I went ahead and made a solution that worked for me.

    This snippet would go in SPFacebook at line 830.

    if(JSON.ContainsKey("paging") && (JSON["paging"] as Dictionary<string, object>).ContainsKey("cursors") )
    {
    object nextPage = null;
    Dictionary<string, object> c = (JSON["paging"] as Dictionary<string, object>)["cursors"] as Dictionary<string, object>;
    c.TryGetValue("after", out nextPage);
    if(!string.IsNullOrEmpty(nextPage as string) )
    {
    SPFacebook.Instance.LoadLikes(SPFacebook.instance.UserId, "?limit=100&after=" + nextPage);
    return;
    }
    }

    I'm not sure if it's perfect but it works for my purpose of getting all of the users likes.
     
    Last edited: Mar 9, 2016
  12. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I have to perform additional tests on my side.
    You will get my feedback as soon as it will be available.
    I'll provide you the solution for such an issue if needed.
    Thank you for your patience and understanding!

    My advice for you is to contact The Stan's Assets Support Team directly.
    You will get great assistance in a short time.

    Best regards,
    Alex
     
  13. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    I made few additional tests on my side.
    Yes, the issue took place with category data field.
    All the issues are fixed for now.

    According to user likes the situation is following.
    If you need to check did the user like certain page, you should implement following approach:
    Code (CSharp):
    1. public void CheckLike() {      
    2.         //Checking if current user likes the page
    3.         Debug.Log("[CheckLike]");
    4.         bool IsLikes = SPFacebook.instance.IsUserLikesPage(SPFacebook.instance.UserId, YOUR_PAGE_ID);
    5.         if(IsLikes) {
    6.             //Current user Likes your page
    7.         } else {
    8.             //User do not like the page or we han't yet downloaded likes data
    9.             //Downloading likes for this page
    10.             SPFacebook.OnLikesListLoadedAction += OnLikesLoaded;
    11.             SPFacebook.instance.LoadLikes(SPFacebook.instance.UserId, YOUR_PAGE_ID);
    12.         }
    13.     }
    14.  
    15.     private void OnLikesLoaded(FB_Result result) {
    16.         Debug.Log("[OnLikesLoaded] result " + result.RawData);
    17.         //The likes is loaded so now we can find out for sure if user is like our page
    18.         bool IsLikes = SPFacebook.Instance.IsUserLikesPage(SPFacebook.instance.UserId, YOUR_PAGE_ID);
    19.         if(IsLikes) {
    20.             //Current user Likes your page
    21.         } else {
    22.             //Current user does not like your page
    23.         }
    24.     }
    Just provide the ID of the page you need to check for user's like.

    Please, contact The Stan's Assets Support Team for new Mobile Social Unity package with fix included to update your project exactly now.
    If you have any additional questions - I am open to the conversation.

    Best regards,
    Alex
     
    Chaz32621 likes this.
  14. daskrokodile

    daskrokodile

    Joined:
    Jan 20, 2015
    Posts:
    7
    Hi,

    How can I retweet with this plugin in Android ?
     
  15. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    There is NO such a feature for Twitter sharing.
    Only API available is to share (or tweet).

    Great Twitter Sharing with OAuth API description you can find in our documentation here.

    Cheers!
     
  16. Chaz32621

    Chaz32621

    Joined:
    Apr 17, 2015
    Posts:
    199
    Yall have any big projects in the work at the moment?
     
  17. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Please, try to clarify your question to make me able to understand you.

    Cheers!
     
  18. daskrokodile

    daskrokodile

    Joined:
    Jan 20, 2015
    Posts:
    7
    I scaned. But I wasn't succesfull and I can't get oauth/authenticate pin. I can post retweet with this pin. How can I get pin by this plugin? or how can I be successful.

    Thank you for your help.
     
  19. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    There is NO retweet functionality in Mobile Social plugin.
    I provided you the link to OAuth API description to give you the information according to supported features such as sharing text/image(or screenshot)/text+image to Twitter.

    If you didn't success with basic setup of OAuth API with your project, please, feel free to contact Stan's Assets Support Team for assistance.

    Best regards,
    Alex
     
  20. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    Hi, I am using latest version of this plugin and just downloaded latest version few hours ago.
    At present I am getting this error when I try to do login in facebook for iOS platform.

    Screen Shot 2016-03-27 at 4.42.04 PM.png

    I have installed plugin into my Unity project but it doesn't contains Facebook SDK in it. So I downloaded at present it from facebook website and installed into project. So at present I don't get any error. But when I try to run my game into iPhone at that time, I am getting above error. Please give some help in this.

    I am waiting for your quick reply.
     
  21. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    To fix this issue you have to specify Facebook login scopes (Permissions).
    Open plugin setting window. Window → Mobile Social Plugin -> Edit Settings

    original-ff71012c-556504927a43e.png

    You can leave default permissions, or change if you need more. You can see the here all available scopes and it descriptions.
    Note: Including publish_actions triggers a Facebook review.

    The basic permissions that don't require a review are:
    • public_profile
    • email
    • user_friends
    But without publish_actions you will not able to use
    SPFacebook.instance.Post

    If you want to enable Facebook login, feeds and screenshots posting, the only publish_actions should be enough for you. Please, check it on your own.

    Best regards,
    Alex
     
  22. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    @AlexRay, Thanks for your reply.
    I think whatever you have suggested that is silly mistake. I have not done that into my project.
    I have pasted here my inspector view of settings.

    Screen Shot 2016-03-28 at 4.32.01 PM.png

    Please take a look at this and reply back to me.
     
  23. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    Do you want to see my code? Then I am also open for that but any how I want to solve this problem.
    My game just stuck because of this problem only.
     
  24. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Please, pay your attention to my previous message!

    Please, remove all the other permissions besides publish_actions.
    It should resolve your problem.

    Cheers!
     
  25. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    I just want to share my message over in facebook, so only publish_actions permission required?
    So I want to perform login and then share message.
     
  26. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    It is somewhat strange for me. On previous versions of plugin, I removed nothing and everything works fine at that time.
    I don't know whether it will work for me now or not.
     
  27. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Just one more time
    You may follow my instructions and test it on your own.

    With the latest plugin updates, Facebook API was redesigned for multiple Facebook SDK versions support.
    There were a lot of updates/changes from the official Facebook side.
    As a result we should take them into account and provide updates for our plugin as well.
     
  28. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    @AlexRay, You are complete right about this. After removing unnecessary permission, facebook sharing works perfectly for me.

    Really really thanks for your help.
     
  29. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    I am back with another error for android platform.
    When I just run my game into Unity at that time I am getting following error.

    Screen Shot 2016-03-30 at 7.11.11 PM.png

    Yet I have not called facebook login code and I am getting this message. Basically I try to do facebook sharing in this.

    When I press login button for facebook at that time nothing happen on screen. Please give some suggestion to come out of this.
     
  30. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    You have the following line of code in SPFacebook.cs script
    Code (CSharp):
    1. Debug.LogError("AndroidNative. Soomla Initalization failed" + ex.Message);
    Please, change this line of code to
    Code (CSharp):
    1. Debug.LogWarning("AndroidNative. Soomla Initalization failed" + ex.Message);
    It should fix the issue you got in Unity Editor.

    Best regards,
    Alex
     
  31. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    @AlexRay, Thanks this work for me and even android project build goes successful.

    I have one question, why I am getting different keyhash value in inspector and eclipse logcat.

    After plugin setup, I have KeyHash value in inspector but that is different then I am getting on eclipse logcat.
    I have added inspector keyhash into facebook game app and at present login is not working.

    So I thought that after adding eclipse logcat founded keyhash value need to be added into facebook game app then login stuff work for me.
    What is your suggestion regarding all this?
     
  32. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    If you added KeyHash from Eclipse into your Facebook Application Settings and it worked for you - that's ok.
    Just be sure you use appropriate KeyHash while application build.
    Otherwise, you will not Login into Facebook successfully.

    Cheers!
     
  33. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    You are right at present I can't able to login into facebook. I have placed both keyhashes over facebook app.
    At present I am getting following error :

    Screen Shot 2016-03-31 at 5.01.04 PM.png

    I can't able to understand where I have done mistake. Please give me some suggestion for this.
     
  34. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    I can see that you are testing Facebook SDK in Unity Editor.
    Did you test your application on the real Android device?
    Try to make a build and test this functionality on the real Android device.

    To provide correct Facebook App settings to Mobile Social is your responsibility as a developer.
    Please, double check all the Facebook SDK settings (App ID, KeyHashes etc.).

    Cheers!
    Please, double check all the Facebook settings.
     
  35. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    If things running well then facebook login and sharing work perfectly in Unity Editor as well that I know. Because in my previous game, I tested in Editor when everything goes well, I installed it in actual device and worked nicely in device too.


    Now I installed game into actual device. I got following messages regarding facebook in eclipse console at time of game loading.
    Image 1:

    Screen Shot 2016-04-01 at 6.46.13 PM.png

    Image 2:

    Screen Shot 2016-04-01 at 6.45.40 PM.png

    When I press login button into actual game, nothing is happening on screen. Even no console details available to paste.
    Now I am waiting for your next clever reply :)
     
  36. longkeng

    longkeng

    Joined:
    Sep 2, 2014
    Posts:
    18
    When i try to running yours example FacebookExample in project
    On Unity 5.3 Editor is working but
    When i build to my android and press connect button, facebook app not open
     
    Last edited: Apr 1, 2016
  37. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    I finally figure out what is going on with my sharing problem.
    I have created new project and just imported Mobile Social plugin into it.
    Load its FaceBookExample scene and added my facebook app details in this.
    Then I try to run on actual device and everything works as expected, means I can able to share doing this.

    Now somewhat not believable come into picture.

    Code (CSharp):
    1. private void PostMessage() {
    2.  
    3.  
    4.         SPFacebook.Instance.PostText ("I've just Played #Shape Dash. Enjoyed it!");
    5.  
    6. //        SPFacebook.Instance.FeedShare (
    7. //            link: "https://example.com/myapp/?storyID=thelarch",
    8. //            linkName: "The Larch",
    9. //            linkCaption: "I thought up a witty tagline about larches",
    10. //            linkDescription: "There are a lot of larch trees around here, aren't there?",
    11. //            picture: "http://upload.wikimedia.org/wikipedia/en/4/4a/Unity_3D_logo.png"
    12. //            );
    13.        
    14.         SA_StatusBar.text = "Positng..";
    15.     }
    In this, I have just commented FeedShare code and implemented actual one that I am trying from several days.
    Now I can't able to share. So it is somewhat strange for me. Even you can check this from your side because I am sure about this.

    Now what I need to write if I just want to share text into facebook? At present I can able to login into facebook successfully.

    I have already tried other text sharing methods but none of them work for me.
    Please give me some suggestion in this.
     
  38. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello!
    As you said, you have no conflicts with Facebook login in a brand new project just with Mobile Social imported.
    So, I can make a decision, that you have to provide correct App settings to get your main project fixed.
    And Login issues should be fixed.

    What response do you get after SPFacebook.Instance.PostText method call?
    Provide the LogCat logs right after posting text request.

    Cheers!
     
  39. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Let's try to clarify this case.
    Please, could you provide more additional information according to this case?

    Provide full LogCat log from your Android device.
    Just add Unity and AndroidNative filters to your Eclipse and capture the log from the start of your Facebook requests.
    One good approach is to contact The Stan's Assets Support Team directly.
    You will get great assistance with any issues you have in your project.

    Best regards,
    Alex
     
  40. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    @AlexRay I can able to successfully login into facebook app. So I think there is no problem exist into app details I have provided.

    Wait I try to debug one more time and paste here some logcat details.

    Do you want to access my dummy project source code? Just mobile social plugin installed in that and facing this problem in it.
     
  41. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    I think, additional LogCat logs will be enough at the beginning.
    So, I am looking forward to LogCat logs from your Android device.
     
  42. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    @AlexRay, here I am uploading full logcat detail. From launch of game to share button press.
    I have just run mobile social plugin demo scene in this.
     

    Attached Files:

    • log.txt
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  43. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    Here there is login successful page :

    Screenshot_2016-04-04-20-41-42_com.ebisinc.shapedash.png
     
  44. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    That's a lot of information in a LogCat you provided.
    Please, pay attention to my previous message
    Capture right the moment just after PostText method call and end up with failed callback.

    Cheers!
     
  45. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    But there is no information after that.
    Wait I will give you up to that information. I will put message over their so that you become more clear.
     
  46. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    Debug log just after pressing post message button.

    Screen Shot 2016-04-05 at 3.21.25 PM.png

    Please check above and reply back to me, what I need to do next for solution?
     
  47. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    I am suffering from many days so I think you need to take a look at actual source code and try to solve problem.
    If you can't able to reply after this.
     
  48. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    I'll perform additional tests on my side.
    The fix will be provided if needed and will be included with following plugin update.

    I'll provide you my feedback as soon as it will be available.
    Thank you for your patience and understanding!

    Cheers!
     
  49. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    Please do some thing for this as fast as possible. I will wait for your reply.
     
  50. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    I performed a set of test on my side with the latest Facebook Unity SDK v7.4.0, Unity v5.3.3
    I paid a lot of attention to SPFacebook.Instance.PostText method.
    For now, I am 100% sure, that all this functionality works correctly.
    Be sure, that you provided all the Facebook SDK settings correct in your project.
    Please, double check it on your own.

    If you will have the same issues in your project, my advice for you is to contact The Stan's Assets Support Team directly.
    It's quite hard to fix all the problems you facing in your project in a forum circumstances.
    The best approach is private e-mail conversation.
    Don't hesitate to ask for an assistance, you will get great support in a short time.

    Thank you for your patience and understanding!
    Best regards,
    Alex
     
    Chaz32621 likes this.