I'm a new programmer. I've launched my first app on the Apple App Store and I incorporated Firebase to do user authentication. But I'm completely new to Firebase, so I thought that incorporating Firebase as a Swift Package would automatically enable Firebase Analytics such as in_app_purchase or first_open. I've noticed that those events don't seem to be registering even though I have users using the app. (screenshot of the firebase analytics page in the link below)
Would anyone know what I'm missing here? Any guidance would be appreciated since I'm new to this.
The most common cause is not adding the -ObjC to the Other Linker Flags options in the Xcode Build Settings tab. More details at https://github.com/firebase/firebase-ios-sdk/blob/master/SwiftPackageManager.md.
Related
I want to use Crashlytics for crashes only and disable any analytics events for my iOS app. I disabled everything I could find in setting:
but I still see that the app is hitting https://e.crashlytics.com/spi/v2/events endpoint regularly and posting some data.
I am wondering if there is a way to disable sending any events apart from crashes. In addition to it will it have more granular settings after migration to Firebase?
Thanks.
I had Branch.io deep links on iOS working correctly for months but when I implemented a sign in on Firebase app in order to get an id token I noticed that branch deep links stopped to work. If I remove the Firebase sign in deep links works perfectly but I need to have Firebase sign in implemented. I expended almost three days trying to find a solution I need help.
Did you experience a similar issue?
I could solve the deep link issue setting the Firebase app configuration before the branch init session. It is weird because I couldn't realize what is happening when I set branch first. I also asked for help to branch.io support but they told me that they never experienced problems with Firebase integration.
I could realize how to fix the issue reading the doc on branch site: https://docs.branch.io/integrations/google-firebase/
Ensure you've completed the Firebase SDK implementation as
documented here
Ensure you've completed the Branch SDK implementation as documented here.
In the AppDelegate of the Branch iOS SDK, update the implementation as below:
FirebaseApp.configure()
Branch.getInstance().initSession(...
I'm trying to get Facebook Codeless Event to work, but I can't seem to connect my app to Events Manager.
Followed instruction from this article: https://developers.facebook.com/docs/app-events/codeless-app-events/#ios
After updating Facebook Core SDK to 4.39.1 and even including Marketing SDK just in case. Included I went to Facebook app, and it did have check mark to say that my SDK version is compatible.
Then, the instruction say to open new session and shake the app, but even after vigorous shaking for more than 10 seconds, nothing happens in the app nor in the web browser.
Anybody know what can be done to properly set it up?
I had the same issue, it seems like the FBSDK has a different behaviour for the simulator.
Opening the simulator and executing a "Hardware" -> "Shake Gesture" worked for me.
I was able to get this working by not using Facebook SDK directly from website, but using Carthage to get the frameworks.
By getting 4.40.0 version from Carthage, shaking to connect to the Event Manager worked. There were some error creating events, but this is out of scope for this question, so I will mark this as solved.
Only setting that seems to be needed to connect correctly were: Facebook App Id and bundle id.
I am testing for IOS 11 updates and notice that my Firebase Auth using Google Sign in does not work
I get an error
A problem repeatedly occurred on https://accounts.google.com/signin/oauth? client_id nosignup pproval_state=???? passive=????
I can see many press reports about Apple removing part of the social media integration Apple to stop third party login on apps through social media in iOS 11
But I cannot find anything aimed at developers on what we should do about this.
Google sign in web page does not mention anything that I can see about IOS11 Google Sign-In for iOS
Nor does Firebase
Could anyone provide clarification on whether these libraries will still be relevant going forward in IOS11, or provide links where these issues have been discussed.
------ adding link to Firebase sample app -----------
Firebase sample app also fails for the Google login, I have not tested all others
https://github.com/firebase/quickstart-ios/authentication/AuthenticationExampleSwift
It is true that Apple has removed the special handling of certain 3rd party social networking sites (FB, Flickr, Twitter), but Google was never among that list. So, your error should not be related to that.
The library you are using relies on a well adopted mechanism for providing in-app out-of-context OAuth signin. Basically, the app presents a SFSafariViewController with the OAuth page, then once authorization has completed it opens a special URL which gets forwarded back to the application which then dismisses the SFSafariViewController. Google and FB I know for sure do it this way in their SDKs.
In iOS 11, Apple is providing a new mechanism to do this workflow. It is called SFAuthenticationSession. They aren't deprecating the currently supported method, and you will likely see the libraries you use migrate to this new mechanism for iOS 11 devices.
The answer to your question is that these libraries are still relevant and you should continue to investigate your error (make sure you're not getting the error on iOS 10, obviously)
Update
In response to further questioning, I fired up a sample project from the link provided. I ran into the same problem on the simulator, but when I ran it on my old iPhone 6 with iOS 11 beta 3 it worked fine. So, at the movement, this seems like a simulator bug. One theory may be simulator's reliance on the host operating system for certain libraries, so it's possible that if you were running High Sierra you might not experience this problem.
I tried fiddling with all sorts of switches in settings to get the page to load correctly to no avail. It looks like the course of action is:
File a feedback
Test on the device until the simulator is fixed (this is beta software after all)
Update #2
The simulator issue seems to be fixed in Xcode 9 beta 4. 🎉
I am currently developing an App for iOS for iPhone with Google AdMob intergrated within it. I implementetd other Firebase functions like Firebase Messaging, because I am planning to push notifications.
As stated by Google, Google uses the Apple IDFA and conforms to its guidelines. Therefore, I assume by submitting this App, I should select IDFA.
But in the same time, I am planning to bring the exact same app without Ads, but still with Google Framework being integrated within it, because, as I said, I am planning to push notifications.
My question is: should I remove the Google AdMob interface before submitting the Ad-Free app? If no need to do so, should I select IDFA on submission? If it has to be removed, what and from where should I exactly remove?
Thanks a lot!
Here is what I have done:
In the Ad-Free version, I removed the complete framework and reinstalled it using "pod install" but this time installing only 'Firbase', 'Firebase/Core' and 'Firebase/Messaging" without AdMob.
My app got accepted without selecting IDFA upon submission.