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Well done ! That was it ! Thank you :) Also I add to move FBInstant.startGameAsync().then(function () { console.log("starting !")...
Yes it run well locally I sent a link of the build I used on facebook in my second post of this thread if you wan to check it it out. The...
Hello Jukka_j Yes that is what I have (cf attached file), maybe it's what facebook is looking for ? Since I don't have this message when I don't...
Thank you again for you answer. Maybe I am not understanding correctly but that is what I did, I have set the compression to 'disabled' instead...
Thank a lot for taking the time to answer. It's highly appreciated. I actually have seen the "remove compression workaround" but infortunately...
I still have the same question in october 2020 Since there is no facebook export I am not able to export my game to facebook. Did you managed...
Guys you are all talking about disabling compression and nginx server etc.. But I am just trying to send my webgl exported project to facebook....
I find this a bit weird that ther is absolutely no proper unity documentation on how to publish a facebook game. All I see on the doc is an...
Well it seems that is comes from the canvas scaler with the option "scale with screen size" that give different result between build and run and...
Unfortunately I have no errors. But I may have a clue. It seems that the position I have in the build and run on android and the android...
Hello I am sorry I am digging this thread that is more than 10 years old. But on android I do have a difference between the build and run. These...
Same issue I have the same résolution on PC than my real phone and not sprites appears in my canvas... On android only
Yep I did the same and it worked
But what about png sprites ?