Firebase Dynamic link no longer working with iOS app - ios

I have an augmented reality app that utilizes the dynamic link feature of firebase to transition between web app and mobile app. This has been working seamlessly for the past couple of years, but has started causing an issue in the latest release we created in the past few weeks. When the user taps on the button on the web app which contains the dynamic link to transition to the mobile app, if the user does not have the app install they will see the 'Open link in app' page and if they tap OPEN it takes them to the appropriate app store (apple or google) to download the app, this is fine. However, after downloading the app if they tap on another link it takes them back to the 'Open link in app' page, as though they do not have the app installed.
We've tested numerous scenarios but if you restart the iPhone it will resolve the issue so it is almost as though a restart clears some sort of cache on the device and it then recognizes the app is installed.
Again, this was working perfectly and still is working on Android so it is limited to iOS and possibly may be related to iOS 13.3.1, I cannot say for sure.
Has anyone else seen this issue and have you been able to resolve it? The app is built in unity and uses firebase for dynamic links and push notifications.
I would appreciate any advice you can offer?

Related

TestFlight build is not working same for every user

I'm new to iOS development.
I have a app built with React Native and already deployed on app store. I'm working on version 2.0 of the app. Previous version was built by some other developer company.
They delivered the source code for the version one, I'm gonna work on top of the codes of version one.
I've pushed a build on TestFlight to check if the existing codes are okay.
Now on TestFlight,
most of the testers are not finding any problems but some users can't login. Whenever they try to login, either there is an infinite loading screen or the app takes back to splash screen. The users then tries again to login but again after entering otp, user is sent back to splash screen.
Now this scenario is happening only with 2, out of our 20+ testers. We don't know where the problem is because we can't recreate the same issue in other devices.
Also, this same app with same code is deployed on google play store and working without any issue.
Has anyone else faced similar issue? Is it a problem with the test flight?
N.B: Everyone using iphone with latest iOS update 16.3
Try to log in with their credentials on your simulator/local device where you have access to logs etc.
Sounds to me like there's an issue with some specific accounts, maybe they have some properties in their accounts that has been altered/removed that's making the login process fail / load the correct content.
Edit: If there's infinite loading, have they checked their internet connectivity as well?

Third Party Sign in for IOS11 - GIDSignInButton

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. 🎉

Facebook iOS SDK- Mobile App Install Tracking not working

I'm using Facebook SDK version 4.5.1 in my application. The APP ID, URL scheme, App display name etc have been incorporated into the info.plist correctly. We have Authentication as well as Share features inside the app all of which are working perfectly as expected. For Event tracking we have;
- (void)applicationDidBecomeActive:(UIApplication *)application{
[FBSDKAppEvents activateApp];
}
I can confirm that analytics is working seeing the Dashboard, i.e Installs and App events are getting reported correctly.
But when I run an Ad Campaign I would expect the SDK to correctly report the Mobile Installs but unfortunately I don't see any of that data coming in, i.e Mobile App Ad Installs are showing "0" installs.
An interesting thing to note here - when Checking with Facebook's App Ad Helper, It seems to show the "Last iOS Install" data on the top correctly but interestingly enough the second row i.e "Installs over the last 7 days" seems to show an "X".
Here's a screenshot of the same
But here's the screenshot which confirms that installs are getting reported.
Facebook is tracking organic install now. I also faced similar situation and i came across the concept of organic app install tracking.
Just install the app on a fresh device (which was not used with my application earlier). You will be able to see the install in the facebook dashboard after few minutes.
Thats all!
Hope this helps
I managed to get this working eventually. Haven't got the confirmation officially from Facebook dev team on this but it turned out that the "Advanced settings" section in the App Facebook Setting has an "Collect the Apple Advertising Identifier (IDFA) with App Events" switch which was turned Off for our App. The App was created a pretty long time back and this had to be turned On.
Although the description below it seems to suggest that this might not have been the real reason behind the issue, I can confirm that installs started reporting once we had this turned ON.
You must have the iPhone Facebook App installed for their analytics to work.
I had the exact same symptoms, and after installing the FB app it worked. Seems really like they're bypassing sandboxing somehow, but there you go.

Smart App Banners not working

Is it just me or the Smart App Banners stopped working? I use them on many of my client's pages, but since iOS 9 came along, the banner doesn't show app anymore offering people do install the available app.
e.g.: this is one of them that are not working anymore, and the app is there, available.

How to test Facebook mobile app install ads “Last Mobile Install Reported” field?

I've integreated Facebook SDK, and put the code [FBSettings publishInstall:YOUR_APP_ID]; in, and it worked all right with return value true.
I'm testing it using ad hoc distribution, for some reason the field Last Mobile Install Reported is not showing up. And the Facebook app summary page I got seems to be different to other people.
My question is:
Do I need to release the app to Apple store first, then download it via Facebook Ad in order for 'Last Mobile Install Reported' to show up?
My guess is that since I installed the app as Ad Hoc to my device, not via Facebook, so that 'Last Mobile Install Reported' didn't work. It is fair enough if that is the case, as I expect Facebook to charge me only when people download and install the app via Facebook Ads. But I'm not sure if my guess is all right or not. Can anyone clarify how facebook mobile app install ads works?
I've read through https://developers.facebook.com/docs/tutorials/mobile-app-ads/ already btw.
Any help would be appreciated.
I know I'm a little late to answer this but maybe this will help someone else. I just ran my first ad campaign on fb for my app and tracked installs.
First, the way you test if your app has the fb framework installed correctly and reporting installs is:
Look for the "fb_mobile_activate_app" event to show up in fb in the App Dashboard -> Insights -> App Events -> Overview. It should show up within a minute of the app opening.
Your app does not have to be released. I was getting install data from the simulator.
FB tracks all opens and if that same user clicked on one of your ads within the last 28 days it counts it as an install.
Your app do not have to be Released to see that feature. We have seen stats even for our development status app.
Last Mobile Install Reported works for non Facebook Ads related installs as well. They basically take in any installs .
It seems like you already have a Mobile Install Reported value in place. I don't think it would report a duplicated device if you set up the Info.plist correctly as instructed in the article below. Under "Advanced steps for mobile measurement", go to step 2.
https://developers.facebook.com/docs/tutorials/mobile-app-ads/
There is a "trick" to seeing your installs.
Yes, you can test "App Installs" on the Simulator or on your device...BUT...you might not see them on the Facebook Dashboard.
Instead, first go to the INSIGHTS tab reached from the left menu on the App Dashboard.
You may see App Installs here - but you might not.
Second, if you don't see any live data for App Installs, look at the section called "APP LAUNCHES." That can be used as a surrogate indicator that your app is working.
Third, if you don't see live data for "App Launches" - look at the date range. Change the date range to extend to TOMORROW's date. Give Facebook 1-2 minutes to update with your data. At that point, now you can see that live App Launches are occurring - and thus will know that your connection to FB is working.

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