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Prime31 Unity Plugins Officially Live! [CLOSED]

Discussion in 'iOS and tvOS' started by prime31, Aug 27, 2010.

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  1. 3Duaun

    3Duaun

    Joined:
    Dec 29, 2009
    Posts:
    600
    @Prime31 Thanks again for the help :). I'm prepping to pick up a few more P31 plugins soon :).

    I uploaded the p12 cert to UA a while ago, as with the secret for the cert. It presented no errors when doing so, so I assume there were no problems there. I just just redid the process to double check, and it took the p12 and the secret/pass just fine.

    I still dont see the app in the settings app on the device. Nor do I get any popup asking me to allow push for the app when launching the app( I've deleted and reinstalled the app a number of times).

    Beyond the uploading of it to the UA website, when you state "UA will still need your p12 cert which is setup on their website.", do you mean I need to include the p12 cert in the unity app or the xcode build too?

    One things troubling me, is that I'm not seeing the debug warning that the UA registration succeeded or failed, shouldn't at least one of those methods I subscribed to the events fire to produce the debug call?

    So, if I understood you properly, I dont have to import the UA core library into my xcode project, and I dont need to add the following frameworks, but rather I just need to import the etcetera package and run the code I posted above to register a device token with UA:

    libUAirship-<version>.a
    CFNetwork.framework
    CoreGraphics.framework
    Foundation.framework
    MobileCoreServices.framework
    Security.framework
    SystemConfiguration.framework
    UIKit.framework
    libz.dylib
    libsqlite3.dylib
    CoreTelephony.framework
    CoreLocation.framework
    MessageUI.framework (only required for the sample UI)
    AudioToolbox.framework (only required for the sample UI)
    MapKit.framework (only required for the sample UI)

    Thanks again for your help, I know your time is valuable.
     
    Last edited: Sep 1, 2013
  2. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @3duan, the p12 is only needed ny UA on their servers. What is most troubling is that your app is not showing up in Settings and the push prompt is not showing. That is almost certainly a config issue. Double and triple check that your provisioning profile is push enabled and that it matches the bundle ID set in Unity and that Xcode is using it.
     
  3. 3Duaun

    3Duaun

    Joined:
    Dec 29, 2009
    Posts:
    600
    @Prime31 thank you for your help.

    I recreated all certs profiles, reinstalled, and built the app. Now it shows up in the settings. Not sure why that didnt work the first time i did it, but profiles and certs have acted oddly for me in the past too. At least that side of it works now :). I just pushed out my first notification for that app, all works well.

    Another question: using the etcetera api, how would I go about registering an app for BOTH alerts badges? would I make both calls upon launch of app(after UA registering successfully), or use enabledRemoteNotificationTypes from unity's own api?

    EtceteraBinding.registerForRemoteNotifcations(P31RemoteNotificationType.Alert);
    EtceteraBinding.registerForRemoteNotifcations(P31RemoteNotificationType.Badge);

    and oddly enough, can anyone get NotificationServices.ClearLocalNotifications(); to actually clear the local badge count, and make the batch hide again(not showing a zero)?
     
    Last edited: Sep 1, 2013
  4. DFT-Games

    DFT-Games

    Joined:
    Jun 24, 2010
    Posts:
    449
    Hi P31,

    I'm suffering the very same issue pointed out by ehermite (see a few posts back). My setup is as following:
    • OS X 10.8.4
    • Unity Pro 4.2.0.f4
    • Xcode Version 4.6.3 (4H1503)

    There are 124 errors (all caused by your plugins) as shown in the attached image. Your help is urgently needed.

    Here the screenshot:
    $Screen Shot 2013-09-01 at 16.04.06.png
     
    Last edited: Sep 2, 2013
  5. DFT-Games

    DFT-Games

    Joined:
    Jun 24, 2010
    Posts:
    449
    Following up on my previous post about those 124 errors in Xcode, please note that in Unity Console I have no problems, just the usual message as follows:

    prime[31] post processor completed Xcode integreation for plugins: Chartboost, Etcetera, Flurry, GameCenter, iCloud, Prime31Shared, StoreKit
    UnityEngine.Debug:Log(Object)
    Prime31Editor.MenuItem:eek:nPostProcessBuildPlayer(BuildTarget, String)
    UnityEditor.HostView:OnGUI()
     
  6. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @dft, I am guessing you didn't use the troubleshooting guide on our docs page seeing as how you did not provide any of the information that it says to report when having issues. Perhaps that would be a good place for you to start as well as ensuring you have no other plugins in your project that might be modifying the Xcode project.
     
  7. 3Duaun

    3Duaun

    Joined:
    Dec 29, 2009
    Posts:
    600
    @Prime31, any chance you have any help you can offer me on my previous question(after I resolved the push not working)?
     
  8. jjobby

    jjobby

    Joined:
    Nov 28, 2009
    Posts:
    160
    I've read this topic. Is this a known issue?
     
  9. pretender

    pretender

    Joined:
    Mar 6, 2010
    Posts:
    862
    Hi! I have a question that does not have anything to do with plugins (although i own few of them so far) but with building dll video from your youtube channel. Is it supposed to be used from mac? when i try to use it i get this error:

    Code (csharp):
    1. SystemException: Error running gmcs: Cannot find the specified file
    I tried changing the path where UnityEngine.dll is located on mac like this:

    Code (csharp):
    1. compileParams.ReferencedAssemblies.Add( Path.Combine( EditorApplication.applicationContentsPath, "/Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll" ) );
    but still same error!

    how to fix this?

    Thank you!
     
  10. DFT-Games

    DFT-Games

    Joined:
    Jun 24, 2010
    Posts:
    449
    Not quite: the section you are referring to states to give you the logs, nothing else. If you don't delete the support request on your support site and not put a 8k characters limit and no way to add attachments you would have what you ask for (the log is 117k), at any rate the logs are well resumed in my post above: nothing wrong, they are as they are supposed to be. If you want those logs I guess you have to write me back privately so that I can send them as an email attachment.

    This is a production project that worked and compiled well. In the current update I did just the following:
    • Removed your Social Network plugin
    • Implemented the official Facebook plugin
    • Added Applovin plugin
    • Updated the remaining P31 plugins
    The above operation made the project impossible to build any longer. The only plugin that writes the Xcode project is the Test Flight plugin, but yours have worked with that one for ages so unless you did some major change they are fully compatible. BTW, Test Flight plugin executes first, so anyway your scripts are the last executed from what I see here.

    Honestly, I don't know what's the matter with you guys: in the beginning your support was great and fast, then maybe you earned too much money? Fact is that you became rude, slow and you do your best to blame some other piece of code for whatever bug your plugins have. Too bad guys. Money have corrupted you.

    EDIT: The Console shows:
    01/09/2013 14:41:53.809 Prime31[3139]: --- About to kick off the Runner for Prime31Shared ---
    01/09/2013 14:41:53.841 Prime31[3139]: --- Finished Prime31Shared ---
    01/09/2013 14:44:39.683 Prime31[3349]: --- About to kick off the Runner for Prime31Shared ---
    01/09/2013 14:44:39.703 Prime31[3349]: --- Finished Prime31Shared ---
    01/09/2013 14:57:16.580 Prime31[3653]: --- About to kick off the Runner for Prime31Shared ---
    01/09/2013 14:57:16.599 Prime31[3653]: --- Finished Prime31Shared ---
    01/09/2013 15:10:27.606 Prime31[3831]: --- About to kick off the Runner for Prime31Shared ---
    01/09/2013 15:10:27.821 Prime31[3831]: --- Finished Prime31Shared ---
    02/09/2013 10:07:28.615 Prime31[356]: --- About to kick off the Runner for Prime31Shared ---
    02/09/2013 10:07:28.672 Prime31[356]: --- Finished Prime31Shared ---
     
    Last edited: Sep 2, 2013
  11. DFT-Games

    DFT-Games

    Joined:
    Jun 24, 2010
    Posts:
    449
    Digging in the system messages I found the following:

    02/09/2013 10:07:28.182 Prime31[356]: Processing all folders
    02/09/2013 10:07:28.183 Prime31[356]: --- About to kick off the Runner for Chartboost ---
    02/09/2013 10:07:28.203 Prime31[356]: fetching build phases...
    02/09/2013 10:07:28.334 Prime31[356]: handling plists
    02/09/2013 10:07:28.422 Prime31[356]: runner failed with error: 'NoneType' object has no attribute 'groups'
    02/09/2013 10:07:28.422 Prime31[356]: --- Finished Chartboost ---
    02/09/2013 10:07:28.423 Prime31[356]: --- About to kick off the Runner for Etcetera ---
    02/09/2013 10:07:28.440 Prime31[356]: fetching build phases...
    02/09/2013 10:07:28.476 Prime31[356]: handling plists
    02/09/2013 10:07:28.478 Prime31[356]: runner failed with error: 'NoneType' object has no attribute 'groups'
    02/09/2013 10:07:28.478 Prime31[356]: --- Finished Etcetera ---
    02/09/2013 10:07:28.478 Prime31[356]: --- About to kick off the Runner for Flurry ---
    02/09/2013 10:07:28.495 Prime31[356]: fetching build phases...
    02/09/2013 10:07:28.515 Prime31[356]: handling plists
    02/09/2013 10:07:28.518 Prime31[356]: runner failed with error: 'NoneType' object has no attribute 'groups'
    02/09/2013 10:07:28.518 Prime31[356]: --- Finished Flurry ---
    02/09/2013 10:07:28.518 Prime31[356]: --- About to kick off the Runner for GameCenter ---
    02/09/2013 10:07:28.535 Prime31[356]: fetching build phases...
    02/09/2013 10:07:28.558 Prime31[356]: handling plists
    02/09/2013 10:07:28.562 Prime31[356]: runner failed with error: 'NoneType' object has no attribute 'groups'
    02/09/2013 10:07:28.562 Prime31[356]: --- Finished GameCenter ---
    02/09/2013 10:07:28.562 Prime31[356]: --- About to kick off the Runner for iCloud ---
    02/09/2013 10:07:28.579 Prime31[356]: fetching build phases...
    02/09/2013 10:07:28.612 Prime31[356]: handling plists
    02/09/2013 10:07:28.615 Prime31[356]: runner failed with error: 'NoneType' object has no attribute 'groups'
    02/09/2013 10:07:28.615 Prime31[356]: --- Finished iCloud ---
    02/09/2013 10:07:28.615 Prime31[356]: --- About to kick off the Runner for Prime31Shared ---
    02/09/2013 10:07:28.632 Prime31[356]: fetching build phases...
    02/09/2013 10:07:28.669 Prime31[356]: handling plists
    02/09/2013 10:07:28.672 Prime31[356]: runner failed with error: 'NoneType' object has no attribute 'groups'
    02/09/2013 10:07:28.672 Prime31[356]: --- Finished Prime31Shared ---
    02/09/2013 10:07:28.672 Prime31[356]: --- About to kick off the Runner for StoreKit ---
    02/09/2013 10:07:28.690 Prime31[356]: fetching build phases...
    02/09/2013 10:07:28.710 Prime31[356]: handling plists
    02/09/2013 10:07:28.712 Prime31[356]: runner failed with error: 'NoneType' object has no attribute 'groups'
    02/09/2013 10:07:28.712 Prime31[356]: --- Finished StoreKit ---

    So I guess this is what you are looking for? Not really helpful from what I see.

    EDIT: Anyway guys... how is it that in Unity I have a success message if in the system console there are a bunch of errors? And... why don't you explain to Windows guys like me that the messages are to be found in the system instead of Unity Log??? We have no crystal ball you know? So... what happened here?
     
    Last edited: Sep 2, 2013
  12. Eric-Diepeveen

    Eric-Diepeveen

    Joined:
    Aug 19, 2013
    Posts:
    11
    I'm building a project with icloud notifications. Getting an error in Xcode:

    #import "AppController.h" ("file not found") inside EtceteraBinding.m

    How does one fix this?
     
  13. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @DFT, Facebooks official plugin overwrites the Xcode project file and is not compatible with our plugins. Both TestFlight and our plugins "play nice" and are designed to work well with others. It appears Facebooks post build system does not.
     
  14. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @eric, update your plugin. We released an update with 4.2 support a few weeks ago.
     
  15. DFT-Games

    DFT-Games

    Joined:
    Jun 24, 2010
    Posts:
    449
    I can't find the build system you mention, to me seems that Facebook plugin has no build post process script, care to point me at it?

    EDIT: Never mind, found it. I'll keep you posted.
     
  16. prime31

    prime31

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    Oct 9, 2008
    Posts:
    6,426
    @dft, check the top of the docs page (http://prime31.com/docs) in the big red banner for a quick fix for the Facebook build issue.
     
  17. DFT-Games

    DFT-Games

    Joined:
    Jun 24, 2010
    Posts:
    449
    Great, that fix seems to work and all plugins seem to work properly as far as I can tell. Thank you!
     
  18. getbiks

    getbiks

    Joined:
    May 13, 2012
    Posts:
    20
    I am using Unity3d 4.0.f7 and i am using latest Prime31 etcetera plugin for iOS.

    I have a Camera button in my scene and whenever the player touch that button its suppose to capture a screenshot.

    Now, i have everything working but the screenshot doesn't appear in the device camera roll when testing in a device or emulator. When testing through the editor (under iOS Build selected in Build settings) when i click the camera button the screenshot is saved in the project root folder.

    What i am doing is i am calling this particular code whenever the camera button is touched:

    StartCoroutine( EtceteraBinding.takeScreenShot(myScreenShotName));

    where myScreenShotName is a String variable with the proper name of the screenshot. This code is what i see in the EtceteraGUIManager and i am writing it in the exactly same manner. I also have EtceteraEventListener.cs called in my first plugin intro scene. I also have Admob plugin loaded and ads are working fine. (I am calling AdMobEventListener.cs too in the load along with my admob id"

    What i am doing wrong here?? any help is appreciated. Thanks
     
  19. OceanBlue

    OceanBlue

    Joined:
    May 2, 2013
    Posts:
    251
    Hi Mike

    I have purchased iAd and AdMob. I can get both working fine standalone, however, no matter what I try I can't seem to get iAd to load as a priority over AdMob. I've read the docs and tried using AdManager.adViewIsShowing, but that always returns false (i have it after createAdBanner(true) and fireHideShowEvents(true).... So not sure what I'm doing wrong.

    Can anyone share some advice?

    Cheers
     
  20. OceanBlue

    OceanBlue

    Joined:
    May 2, 2013
    Posts:
    251
    Also, on some occassions when the game first loads into the first scene, I can see the iAd pop up and then the AdMob screen pop up over the top.

    I'm using if (AdManager.adViewIsShowing == false) to test whether AdMob should show or not. Is this wrong to do?

    An error also appears in the log in regards to the AdManager script that i have on a game object in the scene:

    rgumentException: FindObjectsOfType can only be called from the main thread.
    Constructors and field initializers will be executed from the loading thread when loading a scene.
    Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
    UnityEngine.Object.FindObjectOfType (System.Type type)
    Prime31.AbstractManager.initialize (System.Type type)
    AdManager..cctor () (at Assets/Plugins/iAd/AdManager.cs:25)
    Rethrow as TypeInitializationException: An exception was thrown by the type initializer for AdManager
     
    Last edited: Sep 5, 2013
  21. prime31

    prime31

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    Oct 9, 2008
    Posts:
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    @ocean, the way you should be doing things is the following:

    - load an iAd
    - listen to the adViewDidChange event. If it returns false (no ad available) destroy the iAd banner and load the AdMob banner
     
  22. OceanBlue

    OceanBlue

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    May 2, 2013
    Posts:
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    Thanks I'll give that a shot.
     
  23. OceanBlue

    OceanBlue

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    May 2, 2013
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    Thanks Mike, looks like I've got this working. I've noticed that sometimes iAd will pop up, but when I change focus in the scene (after tuning ads off then back on again so as not to interuppt with HUB menu buttons), that the next ad might be an AdMob ad. And then the next time iAd. I've read somewhere that sometimes Apple purposely throws in errors in the iAd display to help us test events. Do you know if this is true?
    Thanks
     
    Last edited: Sep 5, 2013
  24. dezpez

    dezpez

    Joined:
    Sep 5, 2013
    Posts:
    1
    Hi, we just purchased the Prime31 plugin and we were able to successfully and quite easily implement it within our app! We are wanting to add additional functionality (levels) via in app purchases by the user. We are new to in app purchases in general so please forgive our inexperience in this area ...but is there a way to determine at launch of our application that the user has already successfully purchased an item or a way to determine what items they have purchased?
     
  25. OceanBlue

    OceanBlue

    Joined:
    May 2, 2013
    Posts:
    251
    When they purchase it for the first time, just save it into your playerprefs/saving file (whatever you use) then check against it on load and disable the purchase button of that item if you don't want them to purchase it again.
     
  26. OceanBlue

    OceanBlue

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    May 2, 2013
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    Just want to add a note to this: When my iAd banner displays, it shows for around 10 seconds, then turns off, and then adViewDidChange spits out false and so AdMob loads and stays there the rest of the time. Why would it be doing this? I want mostly iAds and Admob as a backup if no ads available via iAd
     
  27. sbtp

    sbtp

    Joined:
    Jul 26, 2013
    Posts:
    7
    Hi Mike,

    I'm having some issues with my plugins. I've just recently purchased the Prime31 Flurry iOS Plugin. Upon importing, I was met with two errors that seem to have conflicted the Prime31 IOS StoreKit plugin.

    Thinking maybe because my StoreKit was out of date, I redownloaded both plugins to make sure they were the latest, however there is still a conflict between the two.

    Assets/Plugins/StoreKit/StoreKitDownload.cs(38,17): error CS1579: foreach statement cannot operate on variables of type `object' because it does not contain a definition for `GetEnumerator' or is not accessible

    Assets/Plugins/Flurry/demo/FlurryEventListener.cs(70,50): error CS0246: The type or namespace name `P31Error' could not be found. Are you missing a using directive or an assembly reference?
     
  28. Gasp

    Gasp

    Joined:
    Apr 9, 2013
    Posts:
    8
    Hi Mike,

    I'm trying the facebook SDK fix you posted on your docs page with your Gamecenter plugin, and I checked that is indeed changing the order of the postprocess execution, but I'm still getting the same Linker Errors.

    Is there anything else we need to do for that specific plugin?
     
  29. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @gasp, you do have to do a fresh export of your Xcode project for the change to take effect.
     
  30. WVlad

    WVlad

    Joined:
    Apr 5, 2013
    Posts:
    68
    Prime, when we launch unity we see errors in the console: DTOBase not found or something similar from PlayGameServices plugin. Reimporting p31restkit.dll every time we launch unity solves the problem but sometimes we need to delete whole Library/ScriptAssemblies folder to make it work. It's kind of problem only with our project (new projects have no such isses). This error occurs on every pc we using to develop: few windows machines and mac. Can you help with it?
     
  31. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @wvlad, you need to report that to Unity. We have no control over their dll handling and they supposedly fixed the ScriptAssemblies bug in 4.2. If you are still seeing it they need a bug report from you.
     
  32. Gasp

    Gasp

    Joined:
    Apr 9, 2013
    Posts:
    8
    Thank you Mike! That did it.
     
  33. jguibault

    jguibault

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    Sep 20, 2012
    Posts:
    7
  34. prime31

    prime31

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    Oct 9, 2008
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    @jgui, did you click on the following items in the prime[31] menu before testing:
    - update prime31 tools
    - generate AndroidManifest
     
  35. sbtp

    sbtp

    Joined:
    Jul 26, 2013
    Posts:
    7
    I'm encountering a problem where I'm forced to use either only Prime31 StoreKit or Prime31 Flurry Analytics. Importing any one after the other replaces the P31RestKit.dll and causes an error. I've tried updating the tools using the prime[31] menu tool but it is unable to resolve the issue.

    Am I doing something wrong? Please help. I've been trying to get this running for 3 days now.
     
  36. sbtp

    sbtp

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    Jul 26, 2013
    Posts:
    7
    Hi @prime31,

    I've yet to receive any form of support from you or even at least an acknowledgement of the issue. I've tried reaching you via email, this forum, and your support page at http://prime31.com/support/ios for 5 days now.

    Again, I would like to stress that I am unable to use your plugins as Flurry Analytics plugin replaces the files for StoreKit and vice versa making both plugins unable to coexist in the same project. I may be doing something wrong, but if you could point me in the right direction I would be very grateful. If not, I would like to request a refund.

    Thank you.
     
  37. prime31

    prime31

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    Oct 9, 2008
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    @sbpt, let's start with the basics. Are you using the latest versions of each plugin? Did you look in the docs and possibly read the section entitled "If you are having trouble with the post process scripts running please read this section!" http://prime31.com/docs#iosTroubleshooter If you did read that section than please include the log files that it references. If you did not do so now.
     
  38. sbtp

    sbtp

    Joined:
    Jul 26, 2013
    Posts:
    7
    Hi @prime31,

    Thanks for the follow up. I've read the link you've shared with me and have tried to filter the log files. Oddly enough, no prime31 logs were listed. But nevermind that, I think I've just stumbled upon the solution.

    At first I tried redownloading and reimporting iOS Store Kit In App Purchase v1.3.9 from the AssetStore to ensure it was the latest version to my existing project. I then proceeded to import the Flurry Analytics plugin I downloaded from your site a few days ago. The import went successfully and no errors were logged. I then clicked on "Update prime[31]tools.." to be sure ( I've done this step with and without updating the tools with similar results ) and quit unity once the import and script compiling was done (At this point there were two menus: prime31 and prime[31] ). Launching unity right after that resulted in a crash.

    The solution: I created a completely empty project. Redownloaded and reimported both Prime31 plugins. Exported them into one new package called prime31plugs.unitypackage. Launch my existing project, deleted all prime31 plugins and imported prime31plugs.unitypackage. Smooth import and only one prime[31] menu. Quit and restarted Unity. No crash.

    I'm guessing the Store Kit update to the latest version didn't go as well as I expected and things got worse when I brought in the Flurry plugin.

    Again, thanks for following up. Cheers!
     
  39. OceanBlue

    OceanBlue

    Joined:
    May 2, 2013
    Posts:
    251
    Hi Mike

    I keep getting this pop up on my console when I build. The app still runs fine (except for iPad1 - don't know why it won't load).


    I have my Ad code in the start up scene and AdManager as well. So don't know if I should be worried about it or not?

    Thanks
     
    Last edited: Sep 11, 2013
  40. prime31

    prime31

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    @ocean, remove any *Manager classes from your scene. They can only run on the main thread and they should never be in your scene.
     
  41. OceanBlue

    OceanBlue

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    May 2, 2013
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    Oh, I see, I thought on docs it said you had to? Maybe I read it wrong. Thanks, I'll give that a shot now.
     
  42. Konjo12

    Konjo12

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    Feb 7, 2013
    Posts:
    5
    Hi @prime31, I have few questions to you:
    1) Do you plan to update Facebook plugin to version 3.7.1? (because as we heared it will be required on iOS7)
    2) Do you know when if so?
    3) Do you have a workaround on Android while using official Facebook SDK for Unity?

    Many thanks!
     
  43. prime31

    prime31

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    Oct 9, 2008
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    @konjo,

    1. you heard incorrectly. 3.7.1 is absolutely not required for iOS 7 compatibility and it only contains 2 very small changes that you will never notice due to them not even being exposed by the plugin.
    2. you can use this same answer whenever you want to know a release date: "When the code is completed and fully tested". We will most likely we will be skipping the 3.7.1 version since the only change it consists of is in a code path that cannot be reached from the plugin.
    3. there is no workaround on Android. If you use their plugin you cannot use any other plugin that needs to override the main Activity or use Android resources. They did not provide a way for other plugins to interoperate with it like our plugins do.
     
    Last edited: Sep 11, 2013
  44. Konjo12

    Konjo12

    Joined:
    Feb 7, 2013
    Posts:
    5
    @prime31,

    Thanks for your answers, but according this topic: https://developers.facebook.com/blo...acebook-sdk-for-ios-7-and-promotions-updates/ which is from facebook developers site, they say something like:
    "If you are updating your app for iOS 7, we recommend that you also upgrade to our Facebook SDK 3.7.1 or newer. As of 3.7.1, we've fixed our last known iOS 7 bug in the library portion of the SDK."
    Don't you think that it will be required to work properly?

    Thanks!
     
  45. prime31

    prime31

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    Oct 9, 2008
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    6,426
    @konjo, go to their GitHub repository and you can view the entirety of the changes for 3.7.1 yourself. It is code that cannot be touched via the plugin.
     
  46. Empu

    Empu

    Joined:
    Nov 27, 2012
    Posts:
    20
    Hi Prime31, thanks for the plugin. I've gotten most things to work out. I'm just stuck on one thing.. Prompting the Sign-in page so a different user can login. At the moment the user just signs in automatically, and even when you logout you can't seem to re-login as a different user...

    The only way I have managed to get this to prompt on demand is by using .. urlSchemeSuffix

    FacebookBinding.loginWithReadPermissions( permissions ,urlSchemeSuffix );

    However I get a lot of logged errors using this method saying the URLSheme is invalid. Please note I have used the appropriate urlSchemeSuffix which has been applied in the facebook developers page as well as the info.plist.

    Thanks again.
     
  47. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @empu, I haven't any idea what you are actually asking. Please be as specific as possible and include all relevant logs as appropriate.
     
  48. Empu

    Empu

    Joined:
    Nov 27, 2012
    Posts:
    20
    All I want to do is bring up the Facebook sign in page where you can enter your facebook username and password, so I can login in with a different user.
     
  49. prime31

    prime31

    Joined:
    Oct 9, 2008
    Posts:
    6,426
    @empu, iOS devices are single user devices so Facebook caches all credentials. As far as I know there is no way to pull that off without doing some really hacky stuff like forcing a web view login and then deleting the cookies each time.
     
  50. Empu

    Empu

    Joined:
    Nov 27, 2012
    Posts:
    20
    I guess that makes sense, thanks for prompt reply.
     
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