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[Released] Mobile Social Plugin

Discussion in 'Assets and Asset Store' started by stanislav-osipov, Feb 21, 2014.

  1. loko08

    loko08

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    Oct 6, 2013
    Posts:
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    I apologize,
    Apparently it was a permissions issue as described previously here.

    Thanks for your help Alex
     
  2. AlexRay

    AlexRay

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    Jul 9, 2014
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    The link to our documentation hub you can find on the plugin Asset Store page.
    We continuously working on documentation improvements.
    So, please, keep in touch, the guide will be updated soon.

    Cheers!
     
  3. AlexRay

    AlexRay

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    Glad to know, that you fixed all the issues with your project!
     
  4. daskrokodile

    daskrokodile

    Joined:
    Jan 20, 2015
    Posts:
    7
    Hello,
    I use mobile social plugin for android. I can send tweet in app. But when I import Admob(googleads-mobile-unity), I can't build for Android. If I deselect Assets>Plugins>Android>libs>android-support-v4, I can build. But I can't send twwet. Crash(FATAL EXCEPTION) app when I press send tweet button.
     
  5. AlexRay

    AlexRay

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    Hello,
    Most likely you have some issues with the plugin native libraries.

    Provide more detailed information according to this case.
    The best approach is to provide LogCat logs from your Android device with the error description and full exception stack trace.
    Please, try to reinstall the plugin (Reinstall button in the plugin setting Inspector window) or even reimport.
    It should help in the most cases.

    If any issues will take place even after plugin reimport, you better contact Stan's Assets Support Team directly.
    You will get great assistance with any issues you have in a short time.

    Cheers!
     
  6. siddharth3322

    siddharth3322

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    In your documentation you have written something like "Facebook" menu:

    Screen Shot 2016-08-21 at 9.48.14 PM.png

    But after importing latest version, I can;t able to find this menu. So what I need to do now??
     
  7. AlexRay

    AlexRay

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    Hello,
    The screenshot you provide is the screenshot of Facebook SDK Settings.
    That's not the Editor of our plugin.

    Facebook Settings of Mobile Social plugin you can find on the main page of plugin Settings Unity Inspector window.
    Just open the main page (Window->Stan's Assets->Mobile Social Plugin->Edit Settings), and scroll down to Facebook Settings section.
     
  8. siddharth3322

    siddharth3322

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    This kind of inspector, I have at above mentioned location.

    Screen Shot 2016-08-22 at 4.13.14 PM.png
     
  9. AlexRay

    AlexRay

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    Please, pay your attention to the screenshot you provided.
    Especially the Facebook Settings section.
    You have the tooltip that Facebook SDK is not installed in your project.
    Please, import the Facebook SDK into your project and AppName/AppId option will be available for you.
     
  10. siddharth3322

    siddharth3322

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    That I know but you are clearly ignoring this steps into your documentation so please mention this over their.
    I think like that you are already included Facebook plugin into your one so I don't need to download separately.
     
  11. AlexRay

    AlexRay

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    Mobile Social Plugin does NOT contain Facebook Unity SDK.
    You have to import Facebook Unity SDK manually.
     
  12. sFGL

    sFGL

    Joined:
    Sep 18, 2014
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    Hi, I'm having trouble with twitter app authorization.
    When trying to authorize my app I get an error from tweeter saying:
    Afterwards it redirects back to the app and crashes the game. Here's what it says in the log:

    Code (CSharp):
    1. D/AndroidNative: SocialProxyActivity::onStart 3
    2. D/AndroidNative: SocialProxyActivity::TWITTER_AUTH_TASK
    3. D/AndroidNative: SocialProxyActivity::onNewIntent
    4. D/AndroidNative: OnActivityStart
    5. D/AndroidNative: TWITTER_CALLBACK_URL
    6. D/AndroidNative: SocialProxyActivity::onActivityResult 3 0
    7. D/AndroidNative: run
    8. E/AndroidNative: Twitter Login Error> null
    9. D/AndroidNative: logoutFromTwitter
    10. W/dalvikvm: threadid=12: thread exiting with uncaught exception (group=0x415d98b0)
    11. E/AndroidRuntime: FATAL EXCEPTION: Thread-65815
    12.                 java.lang.Error: FATAL EXCEPTION [Thread-65815]
    13.                 Unity version     : 5.3.4f1
    14.                 Device model      : Sony C5303
    15.                 Device fingerprint: Sony/C5303/C5303:4.3/12.1.A.1.205/Mvt_nw:user/release-keys
    16.                
    17.                 Caused by: java.lang.NullPointerException
    18.                     at com.androidnative.features.social.twitter.ANTwitter.logoutFromTwitter(ANTwitter.java:295)
    19.                     at com.androidnative.features.social.twitter.ANTwitter$1.run(ANTwitter.java:195)
    20.                     at java.lang.Thread.run(Thread.java:841)

    Any ideas how this could be fixed?
     
  13. AlexRay

    AlexRay

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    Jul 9, 2014
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    Hello,
    This issue is related to Twitter update and, I think, it has already been fixed.
    Please, contact Stan's Assets Support Team and you will be provided with instructions how to fix it.
     
  14. sFGL

    sFGL

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    Thank you.
     
  15. siddharth3322

    siddharth3322

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    @AlexRay I want to share on Twitter without Authentication for Android platform.

    I was using from long time this plugin but this time I can't able to share on Twitter using same code that I was using previous all times.

    Code Snippet:
    Code (CSharp):
    1. SPShareUtility.TwitterShare ("Test Twitter sharing!!",shareTexture);
    In LogCat I was getting something like this, that is strange for me too:

    Screen Shot 2016-09-20 at 6.15.50 PM.png

    If I only share text then its working correctly but when I try to share text with image at that time I was getting above error.
    I already tried with your TwitterExample scene but happen same thing with me.

    Please give me some suggestion for this.
     
  16. AlexRay

    AlexRay

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    Hello,
    Please, check your Assets/Plugins/Android/AndroidManifest.xml file for android.permission.WRITE_EXTERNAL_STORAGE
    It should exist if you are going to use Twitter sharing features.

    By the way, what Android device do you use for a test?
     
  17. siddharth3322

    siddharth3322

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    @AlexRay I have solved above point, I have downloaded latest version of plugin and now its working perfectly with same source code. So now Twitter sharing worked perfectly for me.

    But now Facebook sharing started showing this kind of error when I try to generate build.

    Screen Shot 2016-09-20 at 9.30.34 PM.png

    I just download Facebook SDK and integrated it into project. Then try to export build for android.
    At that time I am getting this kind of error at Unity Console.
    Please give me some help for this.
     
    Last edited: Sep 20, 2016
  18. AlexRay

    AlexRay

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    It looks like you have some issues with Facebook SDK in your project.
    I want to say, that this issue is not related to our plugin itself.

    Are you really going to Export the Android build?
    Not just press Build or Build and Run from Unity.
     
  19. siddharth3322

    siddharth3322

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    @AlexRay Thanks for your reply.
    Let me give you more information about this.

    First of all this is only plugin I have added into my game project. So there is not collision happening with other plugins.

    I am trying to build for android platform and "Build" and "Build and Run" given me same output.
    So I can't able to generate android platform build.

    Yesterday only I have downloaded FacebookSDK version 7.8.0 and inserted into my project because this is required by Mobile Social Plugin.
    If I remove FacebookSDK plugin then I can able to generate build and perform Twitter sharing as we talked above.

    So can you able to give me more support into this??
     
  20. AlexRay

    AlexRay

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    So, according to this information, you definitely have some kind of issue with Facebook SDK in your project.

    I have few additional questions for you. What is the Minimum API Level selected for your project?
    What Unity do you use for your project?
     
  21. siddharth3322

    siddharth3322

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    At present I was using Unity 5.3.5p8 in mac os.

    I have attached my project setting panel over here. In all manifest file exist in project, I set minimum API level to 15.

    Screen Shot 2016-09-21 at 7.15.50 PM.png


    Really thanks for your support :)
     
  22. AlexRay

    AlexRay

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    I can see, that in your Unity Player Settings the Minimum API Level is set to 9.
    Please, set it up to 15 and try to rebuild and retest the project.

    You may contact our support team if you will face this issue again.
    I think, you will get good assistance with this case.
     
  23. siddharth3322

    siddharth3322

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    No API level not creating problem for me but I started update my android SDK because some of lines pointing that in error messages. So it work for me....

    Otherwise I need to communicate with actual support team.
     
    Last edited: Oct 16, 2016
  24. hncuong

    hncuong

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    hey guys. Unity informed me that a new version of Mobile Social Plugin has arrived. Do you guys have a change log/ or release note for versions. I have integrated it into my game with the last version, and I don't know should I upgrade it.
     
  25. AlexRay

    AlexRay

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    Hello,
    Every plugin version has the version notes attached.
    You can check these notes under your Asset Store account before plugin update.

    Additionally, each plugin version package has MSP_VersionNotes file with all the version notes of the plugin.
    Please, search for this file in your Unity, open it with the text editor and check the update version notes.
     
  26. longkeng

    longkeng

    Joined:
    Sep 2, 2014
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    18
    I have built Android APK to tested TwitterExample, but when pressed connect button and after authorize app, callback to to my app seem like not working. Black screen will be show on my app, and by checked browser i got this error! I guest it related with this bug.
    I also found the post related this bug.
    https://twittercommunity.com/t/whoa...-try-again-it-was-probably-just-a-mistake/983

    Please take some guide for me!!
     
  27. AlexRay

    AlexRay

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    Hello,
    I think, you have some kind of issues with App Token.
    Please, double check it in your Twitter developer dashboard.
    You can even create the new one if needed. Don't forget, it needs some time for the updates to became active.

    If any kind of issues will take place despite these actions, you may contact support team directly via e-mail.
     
  28. longkeng

    longkeng

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    Thanks for reply!
    On Twitter developer dashboard i setting via guide document of plugin.
    I will post some screenshot related this bug. The first image is app screen after callback from twitter URL.
    Second image is twitter callback URL running on device browser. "This may take a few moments" but i waiting some hour and not finished.

    Can you post some screenshot related that's setting. Thanks guy!
     

    Attached Files:

  29. AlexRay

    AlexRay

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    Maybe you have some minor issues with your main Android manifest file.
    Please, check your Assets/Plugins/Android/AndroidManifest.xml file for following activity tag
    Code (CSharp):
    1. <activity android:name="com.androidnative.features.social.common.SocialProxyActivity" android:launchMode="singleTask" android:label="@string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:theme="@android:style/Theme.Translucent.NoTitleBar">
    2.       <intent-filter>
    3.         <action android:name="android.intent.action.VIEW" />
    4.         <category android:name="android.intent.category.DEFAULT" />
    5.         <category android:name="android.intent.category.BROWSABLE" />
    6.         <data android:scheme="oauth" android:host="com.unionassets.android.plugin.preview" />
    7.       </intent-filter>
    8.     </activity>
    Please, pay your attention to
    This value should be replaced with the bundle Id of your application.
    Please, double check all these settings on your own. Most likely the problem should be solved.
     
  30. jGate99

    jGate99

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    Just purchased your plugin,
    Getting following error when i try to change Facebook App name or ID.
     

    Attached Files:

  31. jGate99

    jGate99

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    @AlexRay, Still waiting? i'm stuck here, please help
     
    Last edited: Oct 12, 2016
  32. AlexRay

    AlexRay

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    Hello,
    Firstly, you have to import Facebook Unity SDK into your project.
    Doesn't matter what version, but the latest is preferable.
    Second, open Facebook->Edit Settings menu and make sure, that Facebook SDK is ready to go.
    From this moment you have to provide the configuration in Mobile Social Settings.
     
    jGate99 likes this.
  33. jGate99

    jGate99

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    Thanks, it worked :)
     
  34. jGate99

    jGate99

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    @AlexRay, is it required that i use Mobile Social Plugin methods for facebook init etc?
    What if i use Facebook SDK's own method for init, authentication etc and then use Mobile Social's facebook related methods?
     
  35. AlexRay

    AlexRay

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    Absolutely NOT. But I want to say that it's recommended.
    Anyway, you may use whatever APIs you want. It depends on your choice as a developer.
    So, please, feel free to make any decision you want.
     
    jGate99 likes this.
  36. jGate99

    jGate99

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    @AlexRay, I logged in with Facebook SDK directly, and its FB.IsLoggedIN property is true
    now when i call MobileSocial's LoadUserData i get following error
    "User isn't authed"

    Now FB Official SDK is logged in while MobileSocial's saying No. which says that using both Libraries together wont work. I want to use it together because my game is also WebGL based.

    Please advise
     
  37. siddharth3322

    siddharth3322

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    When I try to do login into Facebook demo scene, it fires login dialog for me two times.
    Please watch attached video so that you become aware with what I am trying to say.

    Though in first attempt, I already made login successful. In mobile device same thing happen with login.

    https://drive.google.com/open?id=0B6CFlS0aZDPiZ2FFdHpITU5OQ0E

    Please give me some reply for this.
     
  38. jGate99

    jGate99

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    @AlexRay,
    Why dont you guys also support WebGL when most of heavily lifting is done by Official Facebook SDK?
     
    Wadjey likes this.
  39. jGate99

    jGate99

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    @AlexRay, Twitter Implementation doesnt seem to work, i even tried sample scene and pressing connect doesnt do anything. please advise
     
    siddharth3322 likes this.
  40. AlexRay

    AlexRay

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    Hello,
    Please, could you provide me the video from your mobile device while Facebook login?
     
  41. AlexRay

    AlexRay

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    Please, could you provide any additional information according to this case?
    I need more detailed information to find out the reason for such behavior.
    I am looking forward to any useful information from you.
     
  42. AlexRay

    AlexRay

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    To be honest, the WebGL platform is not highly prioritized platform for us.
    Maybe last days we are facing the tendency towards WebGL platform.
    Anyway, I'll consider with my team about WebGL platform support.

    All our developers will be announced about any plugin update/new features.
    So, please, keep in touch.
     
  43. siddharth3322

    siddharth3322

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    For my side Twitter is working fine in actual mobile device and some what I checked source code so its contains condition for Android and iOS platform so definitely Editor part no exist in that.
     
  44. siddharth3322

    siddharth3322

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    How to resolve this apple store message?

    Screen Shot 2016-11-11 at 10.45.31 PM.png

    Because regularly I have to upload games over apple store market and each time client asking for this kind of message solution for game.

    At present just mobile social plugin exist in game and it given this email after uploading build over to apple store.
     
  45. kwesi_davis

    kwesi_davis

    Joined:
    Nov 13, 2016
    Posts:
    1
    I think I am seeing the same issue.

    I successfully installed the plugin and added my api key, api secret, access token & access token secret to the settings dialog. In the MSPTwitterUseExample, I commented out the use of SPTwitter.Instance.Init(TWITTER_CONSUMER_KEY, TWITTER_CONSUMER_SECRET) to instead use SPTwitter.Instance.Init(); which should use the credentials I entered in the settings dialog. I then ran the TwitterExample scene. When I click "Connect", it plays the sound effect but my connection state does not change.

    I added a log statement, in Awake(), just before SPTwitter.Instance.Init(). So, I know Init() is getting called.

    Code (CSharp):
    1.  
    2.         //You can use:
    3.         Debug.Log("SPTwitter.Instance.Init();");
    4.         SPTwitter.Instance.Init();
    5.         //if TWITTER_CONSUMER_KEY and TWITTER_CONSUMER_SECRET was alredy set in
    6.         //Window -> Mobile Social Plugin -> Edit Settings menu.
    7.  
    8.         //Debug.Log("SPTwitter.Instance.Init(TWITTER_CONSUMER_KEY, TWITTER_CONSUMER_SECRET)");
    9.         //SPTwitter.Instance.Init(TWITTER_CONSUMER_KEY, TWITTER_CONSUMER_SECRET);
    I also added a log statement at the top of OnInit(), so I know it is not getting called. There are no errors or warnings in the console.

    Code (CSharp):
    1.  
    2.     private void OnInit(TWResult res) {
    3.         Debug.Log("OnInit(TWResult res)");
    4.         if (SPTwitter.Instance.IsAuthed) {
    5.             OnAuth(null);
    6.         }
    7.     }
    I know my credentials (api key, api secret, access token & access token secret) are working because I also wrote a Twitter bot in Python; which uses the credentials to post images to the account.

    What am I missing...
     
  46. AlexRay

    AlexRay

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    I need the Log Cat logs from your Android device while Twitter login.
    From the programming side, everything looks correct.
    So, I need the logs to find out the reason for such behavior.
     
  47. AlexRay

    AlexRay

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    Hello,
    That notice is a warning only, not a rejection.

    The app validator checks for an implementation of the UIApplicationDelegate method application:didRegisterForRemoteNotificationsWithDeviceToken: in the app. You’ll get the warning you described if your app delegate implements that method and there is no aps-environment entitlement.

    If your ad-hoc provisioning profile has the aps-environment key, it means your app is configured correctly in the Apple Provisioning Portal. All you need to do is delete the App Store distribution profile on your local machine, then re-download and install the distribution profile from the Provisioning Portal. This new one should contain the aps-environment key.
     
  48. siddharth3322

    siddharth3322

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    Basically my game not contains any kind of push notification related thing. So I want to remove this warning when I upload game build to apple store because client think like that I have did some mistake in work.

    So give your suggestion to remove this warning in generation of next game build.
     
  49. AlexRay

    AlexRay

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    From my previous message
     
  50. siddharth3322

    siddharth3322

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    But for whichever game I was uploading those game not contains any kind of push notification related feature, then also I require to perform above thing?