Facebook Codeless Event - iOS app does not connect to Events Manager - ios

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.

Related

Unity Admob Ads Showing in Editor but not in Xcode or published app

I am working in Unity 2020.3.13f1. Admob banner, interstitial, and rewarded ads work fine in the editor but do not show when I test in Xcode, nor do they show when my app is live on the App store (Even after the 24 hours or however long they sometimes take to start showing). However they work fine on Google Play. As far as I know I have followed Google's Unity implementation guide exactly. Is there something I could be messing up in the way of installing pods, or perhaps is there a framework I should manually link in Xcode that Unity does not automatically do for me? Any help would be greatly appreciated.
There are dozens of things that could be going on.
Are you manually integrating Admob or using a plugin? It's such a pain we eventually bought Easy Mobile Pro to do a lot of the integration for us.
Is your iOS app published in the app store? We had a similar issue but Admob ads won't show until your app is published in the app store.
Are you correctly handling Apples new App Transparency Tracking? Admob Guide This includes adding the proper SDAdNetworkItems to your info.plist file and several other steps.
We also had some other plugins interferring like Nice Vibrations.
Try building a release build in Xcode and view the console. We were seeing this error message which has numberous potential causes.
AVAudioSession.mm:997:-[AVAudioSession setActive:withOptions:error:]: Deactivating an audio session that has running I/O. All I/O should be stopped or paused prior to deactivating the audio session.
First, is your admob app linked to the playstore app? Which google admob package are you using on unity? (which version).
Versions 6.0.0 and 6.0.1 are encountering quite a few problems apparently, including the fact that the app id disappears after you put it on unity (basically if you close and open the project, the app ids disappear), so I advise you at the moment to use version 5.4.0 to get started.
Then another thing I wonder is if you are integrating google packages into xcode manually (by downloading Google Mobile Ads iOS from the internet and then adding all the various packages to the project manually), or if you are doing it automatically with cocoapods (which is the recommended way)

Facebook SDK for Unity - FB.AppRequest is sent successfully but not received on iOS devices

I am trying to integrate Facebook functionalities into my mobile game. So I
Download the Facebook sdk for unity from here https://developers.facebook.com/docs/unity
Follow the tutorial (create Facebook app, set up iOS bundle id, etc) and make a iOS build from the demo included in the SDK package.
Run the build on iOS device.
Then I test the functionalities: FB.Init, FB.LogInWithReadPermissions, FB.ShareLink all work fine. But when it comes to FB.AppRequest, something goes wrong.
Basically it seems that the request is successful because from the logs I can see that the error is null, and request id is a valid number. But somehow the target user(s) don't get notification on their iOS devices.
I searched on the web and tried very possible suggestion that I can find related to this issue but still no luck. For example:
I tried sending app request to tester/developer/non-tester on Facebook, none of them received my invites on their devices.
I tried making my Facebook app public, still not working.
I noticed people saying that "setup the Facebook canvas solve this issue". But since my game is on mobile devices only, there is no Facebook canvas url for me to set up.
I noticed people saying "Facebook places the invitation in a obscure place", and I checked the game activities and no invitation come through.
The didn't change any code in the example included in the sdk package. So the code is quite simple FB.AppRequest("Test Message", callback: this.HandleResult); and it should work. I feel that it must be a little thing or step that I missed or mis-configurated that cause this issue.
Currently I am using Unity 5.5.2p2 with the Facebook sdk 7.9.4.
I just couldn't figure out the reason why the share works but invite doesn't.
Can someone please help me on this issue, or have any thought or idea about it?

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 iOS9 Different Access Token

After updating my project and respective pods for iOS9 and Swift 2.1, I've been dealing with a few oddities in the Facebook SDK.
I have upgraded to FBSDK 4.9.1 - tried, 4.9.0 and currently running 4.6.0. I have added all the new entries to the plist.
Now, I don't receive most of the common problems other users are having with the new SDK, and can't seem to find someone with a similar issue as mine.
The Facebook authorization process still opens and works on iPhone's 6 and higher it seems (running iOS9 and up)
However on devices such as an iPhone 5s (running iOS9 and up), the dialog shows up, yet the token given back to us from Facebook is different than it used to/should be/other versions of the app, and we use the FB token to authenticate into our app.
What could be missing or wrong?
After sniffing the packets we realized now that Facebook uses the Safari Web View, instead of opening up via App, Facebook was using an old Cached Session from another account on Safari.
Silly mistake - but also an oddity with the new Facebook SDK.
Hope this helps someone else out.

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.

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