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Unity Facebook SDK - Track installs not working on iOS

Discussion in 'iOS and tvOS' started by MaT227, Dec 18, 2018.

  1. MaT227

    MaT227

    Joined:
    Jul 3, 2012
    Posts:
    628
    Hi everyone,

    I don't know if this is the right category but I can't find any answer so I am calling for help about this issue.

    I am using the Facebook SDK 7.15.0 on iOS with Unity 2018.2.0f2 to track App Install. Unfortunately it doesn't capture anything.

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    Here's the code I use to trigger the SDK and the tracking.

    Code (CSharp):
    1. private void Start()
    2. {
    3.    if (FB.IsInitialized == false)
    4.    { FB.Init(OnFacebookInitComplete, OnFacebookHideUnity); }
    5.    else
    6.    { FB.ActivateApp(); }
    7. }
    8.  
    9. private void OnFacebookInitComplete()
    10. {
    11.    if (FB.IsInitialized)
    12.    { FB.ActivateApp(); }
    13. }
    I also checked the info.plist file and it contains the required informations such as the FacebookAppID, FacebookDisplayName and the CFBundleURLSchemes.

    I don't know what I am doing wrong. Even when using the scenes provided in the SDK it doesn't raise any error but I can't see any captured App Install in the Dashboard.

    Is it a SDK issue ? Did I miss something in the SDK or Dashboard setup ? Any clue would help because I am running out of ideas.

    Thanks a lot !
     
  2. Crichton333

    Crichton333

    Joined:
    May 4, 2014
    Posts:
    113
    Dont they supply the code during the setup tutorial and you just paste it in to the project.

    I remember doing this quite a few times and it always worked. I dont read french but go to the testing page
    on facebook and theres a button something like "test session" and your test device shows up.