Google Analytics SDK for iOS - ios

I'm trying to integrate Google Analytics SDK with my iPhone app.
As it's described in the docs, before I began using the SDK, I've first created a free account at www.google.com/analytics and created a new website profile in that account using a fake but descriptive website URL.
For the created profile tracking status is always "Tracking Not Installed".
So, my question is, will it cause a problem to send tracking requests from my iPhone application? If yes, please advice me what to do then.
Thanks a lot.

Ok, I have found the answer...When I run the my app in Simulator, it is not sending trucking requests, but everything is fine, when I run it on the device.

Related

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

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.

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. 🎉

Login to Spotify fails when using ad-hoc distribution

I'm using the Spotify SDK in an iOS app and login is working when running in the simulator or running on a device when I've installed the app directly from Xcode. When I distribute an Ad-Hoc build of the app (using Fabric) the method call
[self.player loginWithAccessToken:self.auth.session.accessToken];
fails to complete and the user is never logged in. If following Spotify's own tutorial this method gets called on the main thread and so blocks it, if I wrap it in a dispatch_async call onto a background thread then the UI is not blocked but the user is still not logged in.
I have tried with both a wildcard provisioning profile and an app specific one but that didn't make a difference.
The demo project included with the iOS-beta 25 SDK does work (can login) when distributing an Ad-Hoc build. That is using Spotify's example app, callback and client ID and similar but not identical code.
My question is then what I am not doing for a distributed build that I should be?
For anyone else that has the same problem I have found a solution. It seems the problem was due to not using refresh tokens or at least adding refresh tokens got things working.
I managed to get my app working by following this YouTube tutorial and referring to the code in the demo project found with the Spotify SDK . The ruby app used in the tutorial can be found here.
I hope that helps someone else too, I didn't make detailed notes about what I did so can't give anymore info than that but happy to try and help if you have a question.

Facebook App Install not recorded in Facebook Insights [iOS App]

I am trying to track down the installs in my iOS app in the Facebook Insights panel and i am not really able to do it. The only reading that i get is the number of App Launches. App install data is not getting recorded.
When i went through the insights panel i came across a banner as follows
"This data can be incomplete as we do not seem to be receiving app launch events corresponding to all your app installs"
Can you please help me with a solutions to track the no of App installs in Facebook Insights panel.
If you are using the FB iOS SDK then this logging is done by the use of FBSDKAppEvents class as described here.
One reason I can think of why you cannot see the data is that you do not have enough data. Wait for more data to log and see if it works.
If you are working with Mobile ads then make sure you follow the instructions here. There is an App Ads Helper as well that you might find handy.

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