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The facebook sdk for unity.

Home Page: https://developers.facebook.com/docs/unity

License: Other

C# 47.49% Objective-C 0.59% Objective-C++ 1.52% Java 3.88% Shell 1.61% C++ 43.55% PowerShell 0.63% JavaScript 0.36% Swift 0.36%

facebook-sdk-for-unity's Introduction

Copyright (c) Meta Platforms, Inc. and affiliates.

Facebook SDK for Unity

This open-source library allows you to integrate Facebook into your Unity app.

Learn more about the provided samples, documentation, integrating the SDK into your app, accessing source code, and more at https://developers.facebook.com/docs/unity

TRY IT OUT

  1. Check-out the tutorials available online at https://developers.facebook.com/docs/unity/getting-started
  2. Start coding! Visit https://developers.facebook.com/docs/unity/ for tutorials and reference documentation.

FEATURES

SUPPORTED PLATFORMS

  • Android
  • iOS
  • Canvas (WebGL)
  • Windows Standalone (Only for Cloud Gaming Apps)

GIVE FEEDBACK

Please report bugs or issues to https://developers.facebook.com/bugs/

You can also join the Facebook Developers Group on Facebook (https://www.facebook.com/groups/fbdevelopers/) or ask questions on Stack Overflow (http://facebook.stackoverflow.com)

CONTRIBUTING

We are able to accept contributions to the Facebook SDK for Unity. To contribute please do the following.

  • Follow the instructions in the CONTRIBUTING.mdown.
  • Submit your pull request to the dev branch. This allows us to merge your change into our internal master and then push out the change in the next release.

SETUP DEVELOPMENT ENVIRONTMENT IN MAC

Since Unity decided to change the way in which each of the versions was installed in the Mac file system, Unity Hub, and also due to changes in the distribution of implementations in the DLL from version 2019, it is necessary to solve the dependencies references in the project depending on the installed version. -For this, this process has been automated through a script ./configure.sh that is in the root of the project. You should run this script before opening the Facebook.sln project.

You can use an interactive mode, this mode tries to find the unity versions installed on your system and will ask you which version to use.

run ./configure.sh

Or you can input a version directly as parameter

run ./configure.sh 2021.1.17f1

Usage: ./configure.sh or ./configure.sh [Unity version] Unity version: Exactly full definition as it appears. Ex: 2017.4.40f1, 2018.4.36f1, 2021.1.17f1

Examples: ./configure.sh <- Interactive ./configure.sh 2021.1.17f1 <- Use 2021.1.17f1 version ./configure.sh 2018.4.36f1 <- Use 2018.4.36f1 version

You can run the script as many times as you need, it can even be useful to jump from one version to another quickly and check that the compilation is correct.

BUILDING THE SDK

  1. Setup the plugin binaries.
./scripts/setup.sh
  1. Export the unitypackage
./scripts/package_sdk.sh

LICENSE

Except as otherwise noted, the Facebook SDK for Unity is licensed under the Facebook Platform License (https://github.com/facebook/facebook-sdk-for-unity/blob/master/LICENSE.txt).

Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.

DEVELOPER TERMS

  • By enabling Facebook integrations, including through this SDK, you can share information with Facebook, including information about people’s use of your app. Facebook will use information received in accordance with our Data Use Policy (https://www.facebook.com/about/privacy/), including to provide you with insights about the effectiveness of your ads and the use of your app. These integrations also enable us and our partners to serve ads on and off Facebook.

  • You may limit your sharing of information with us by updating the Insights control in the developer tool (https://developers.facebook.com/apps/[app_id]/settings/advanced).

  • If you use a Facebook integration, including to share information with us, you agree and confirm that you have provided appropriate and sufficiently prominent notice to and obtained the appropriate consent from your users regarding such collection, use, and disclosure (including, at a minimum, through your privacy policy). You further agree that you will not share information with us about children under the age of 13.

  • You agree to comply with all applicable laws and regulations and also agree to our Terms (https://www.facebook.com/policies/), including our Platform Policies (https://developers.facebook.com/policy/) and Advertising Guidelines, as applicable (https://www.facebook.com/ad_guidelines.php).

  • Open source Terms of Use - https://opensource.fb.com/legal/terms

  • Open source Privacy Policy - https://opensource.fb.com/legal/privacy

By using the Facebook SDK for Unity you agree to these terms.

facebook-sdk-for-unity's People

Contributors

ccreitz avatar citrusjoy avatar dreamolight avatar dzhuowen avatar facebook-github-bot avatar gucio321 avatar iquintero avatar jarwarren avatar jawwad avatar joesus avatar jordifb avatar kthai avatar kylinchang avatar lebentle avatar oshionniemela avatar owaisfb avatar ppansy avatar sergioguerrerofb avatar swiese avatar victorcfk avatar xiaomingatfb avatar zenlita avatar zertosh avatar zpao avatar

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facebook-sdk-for-unity's Issues

Facebook Unity 7.1.0

I copy code from https://developers.facebook.com/docs/unity/examples
But it show 2 errors:

You cannot show two modal windows at once
UnityEngine.GUI:ModalWindow(Int32, Rect, WindowFunction, String)
Facebook.Unity.Editor.EditorFacebookMockDialog:OnGUI() (at Assets/Facebook/Scripts/PlatformEditor/EditorFacebookMockDialog.cs:47)

and..

ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:637)
UnityEngine.GUILayoutUtility.DoGetRect (Single minWidth, Single maxWidth, Single minHeight, Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:382)
UnityEngine.GUILayoutUtility.GetRect (Single width, Single height, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:356)
UnityEngine.GUILayout.Space (Single pixels) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayout.cs:247)
Facebook.Unity.Editor.EditorFacebookMockDialog.OnGUIDialog (Int32 windowId) (at Assets/Facebook/Scripts/PlatformEditor/EditorFacebookMockDialog.cs:84)
UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUI.cs:1804)

Receive warning on Android/IOS about only having to do action on Android/IOS

When calling FB.ActivateApp() from the editor set to Android or IOS I get a message stating "This only needs to be called for iOS or Android." even though I'm playing from a build set to one of those platforms.

If this is intended behaviour I don't understand it surly anyone already working in editor with a supported platform doesn't need to see the message. Everyone building for multiple platforms should really be testing for each platform before building anyway and would see the message that way.

You can easily detect what platform is currently being built for using Platform #define directives (see: http://docs.unity3d.com/Manual/PlatformDependentCompilation.html).

Just surround the platform dependent parts with:

if UNITY_ANDROID || UNITY_IOS

....

endif

that way the message will be way more relevant to people doing it rather than spam everyone using it correctly!

EXC_BAD_ACCESS

+ (void)initialize { if (self == [FBUnitySDKDelegate class]) { g_instances = [NSMutableArray array]; } }
in FBUnitySdkDelegate.m should be written as
+ (void)initialize { if (self == [FBUnitySDKDelegate class]) { g_instances = [[NSMutableArray alloc] init]; } }

because call to array autoreleases g_instances and makes app crash on complete call

Facebook SDK 7.9.0 seems to break build with 7.x XCode

Upgrading from 7.8.0 to 7.9.0 fails the XCode build with 7.3.1 xcode and gives me error

14425:        [xcode] error: Invalid bitcode version (Producer: '800.0.38.0_0' Reader: '703.0.31_0')
14426:        [xcode] clang: error: linker command failed with exit code 1 (use -v to see invocation)
14427:        [xcode] ** BUILD FAILED **

Building with Unity v5.4.2f2 on Cloud build.

AudienceNetwork SDK - bug - InterstitialAd.isLoaded is false

I couldn't find the Ads SDK public repository so I will post the bug here.

AudienceNetwork Unity SDK 4.11.0
Unity 5.3.4
Platform; Android
Bug:
InterstitialAd.IsValid is always false, even if is loaded.

The function "loadAdFromData" is only called from the iOS code, and not for Android.

Not Going Back to App After Login

Hi,

I have Facebook Unity SDK in my app.
The issue is after Facebook Login is complete its not going back to the app. It is stuck in safari popup.

Error during FB.Init()

Using Unity FB SDK 7.5.0 and I got an error when I call FB.Init()

NullReferenceException: Object reference not set to an instance of an object
Facebook.Unity.FacebookBase.OnInitComplete (Facebook.Unity.ResultContainer resultContainer) (at Assets/FacebookSDK/SDK/Scripts/FacebookBase.cs:217)
Facebook.Unity.FacebookGameObject.OnInitComplete (System.String message) (at Assets/FacebookSDK/SDK/Scripts/FacebookGameObject.cs:62)
Facebook.Unity.Editor.EditorFacebook.Init (Facebook.Unity.HideUnityDelegate hideUnityDelegate, Facebook.Unity.InitDelegate onInitComplete) (at Assets/FacebookSDK/SDK/Scripts/PlatformEditor/EditorFacebook.cs:79)
Facebook.Unity.FB+<Init>c__AnonStorey12.<>m__4 () (at Assets/FacebookSDK/SDK/Scripts/FB.cs:234)
Facebook.Unity.FB+CompiledFacebookLoader.Start () (at Assets/FacebookSDK/SDK/Scripts/FB.cs:864)

Issues with Android IL2CPP Compilation

The current version of Facebook SDK for Unity (7.8.0) doesn't work well with Android IL2CPP compilation. Fails with the following:

[10:39:56][Step 2/5] Failed running /Users/user/Library/Android/ndk//toolchains/llvm-3.6/prebuilt/darwin-x86_64/bin/clang++ -o "Temp/StagingArea/assets/bin/Data/Native/x86/libil2cpp.so.debug" -Wl,-soname,libil2cpp.so.debug --sysroot "/Users/user/Library/Android/ndk/platforms/android-9/arch-x86" -gcc-toolchain "/Users/user/Library/Android/ndk//toolchains/x86-4.9/prebuilt/darwin-x86_64" -target i686-none-linux-android -shared -fuse-ld=gold -Wl,--no-undefined -Wl,-z,noexecstack -Wl,--gc-sections -Wl,--build-id "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Assembly-CSharp-firstpass_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Assembly-CSharp-firstpass_1.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Assembly-CSharp_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Assembly-CSharp_1.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Assembly-CSharp_2.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Assembly-CSharp_3.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Facebook.Unity_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_1.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_10.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_11.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_12.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_13.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_2.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_3.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_4.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_5.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_6.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_7.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_8.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Generics_9.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Mono.Security_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Mono.Security_1.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Newtonsoft.Json_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_Newtonsoft.Json_1.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_SmartLocalization_Runtime_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_System.Core_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_System.Runtime.Serialization_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_System.Xml_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_System.Xml_1.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_System.Xml_2.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_System.Xml_3.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_System_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_System_1.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_System_2.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_UnityEngine.UI_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_UnityEngine.UI_1.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_UnityEngine_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_UnityEngine_1.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_UnityEngine_2.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_UnityEngine_3.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_mscorlib_0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_mscorlib_1.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_mscorlib_2.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_mscorlib_3.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_mscorlib_4.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_mscorlib_5.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_mscorlib_6.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Bulk_mscorlib_7.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/GenericMethods0.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/GenericMethods1.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppAttributes.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppCodeRegistration.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppCompilerCalculateTypeValuesTable.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppDelegateWrappersManagedToNativeTable.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppGenericClassTable.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppGenericInstDefinitions.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppGenericMethodDefinitions.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppGenericMethodPointerTable.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppGenericMethodTable.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppGuids.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppInvokerTable.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppMarshalingFunctionsTable.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppMetadataRegistration.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppMetadataUsage.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppMethodPointerTable.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppReversePInvokeWrapperTable.o" "Temp/StagingArea/Il2Cpp/il2cppOutput/x86/Il2CppTypeDefinitions.o"    -L "/Applications/Unity/PlaybackEngines/AndroidPlayer/Variations/il2cpp/Release/StaticLibs/x86" -lil2cpp -lbdwgc -L "/Users/user/Library/Android/ndk//sources/cxx-stl/gnu-libstdc++/4.9/libs/x86" -lgnustl_static
[10:39:56][Step 2/5] 
[10:39:56][Step 2/5] Temp/StagingArea/Il2Cpp/il2cppOutput/Bulk_Facebook.Unity_0.cpp:16129: error: undefined reference to 'IOSInit'
[10:39:56][Step 2/5] Temp/StagingArea/Il2Cpp/il2cppOutput/Bulk_Facebook.Unity_0.cpp:16154: error: undefined reference to 'IOSLogInWithReadPermissions'
[10:39:56][Step 2/5] Temp/StagingArea/Il2Cpp/il2cppOutput/Bulk_Facebook.Unity_0.cpp:16154: error: undefined reference to 'IOSLogInWithReadPermissions'
[10:39:56][Step 2/5] Temp/StagingArea/Il2Cpp/il2cppOutput/Bulk_Facebook.Unity_0.cpp:16171: error: undefined reference to 'IOSLogInWithPublishPermissions'
[10:39:56][Step 2/5] Temp/StagingArea/Il2Cpp/il2cppOutput/Bulk_Facebook.Unity_0.cpp:16171: error: undefined reference to 'IOSLogInWithPublishPermissions'
[10:39:56][Step 2/5] Temp/StagingArea/Il2Cpp/il2cppOutput/Bulk_Facebook.Unity_0.cpp:16184: error: undefined reference to 'IOSLogOut'
[10:39:56][Step 2/5] Temp/StagingArea/Il2Cpp/il2cppOutput/Bulk_Facebook.Unity_0.cpp:16184: error: undefined reference to 'IOSLogOut'
[10:39:56][Step 2/5] Temp/StagingArea/Il2Cpp/il2cppOutput/Bulk_Facebook.Unity_0.cpp:16193: error: undefined reference to 'IOSSetShareDialogMode'
[10:39:56][Step 2/5] Temp/StagingArea/Il2Cpp/il2cppOutput/Bulk_Facebook.Unity_0.cpp:16193: error: undefined reference to 'IOSSetShareDialogMode'

MockLoginDialog unable to run from maintained code

I"m trying to make my own test harness for logging into facebook and linking aws. The problem I'm having is when I call FB.LogInWithReadPermissions (new List () { "public_profile", "email", "user_friends" }, FooBar);

FB.LoginWithReadPermissions wants to be called from OnGui. With the new canvas system are there plans to change this from being inside OnGui?

Can't build Facebook.sln if Unity isn't installed to default path

.csproj files all reference
\Applications\Unity\Unity.app\Contents\Managed\UnityEngine.dll

On my dev machine, i keep multiple versions of Unity installed, so i rename this folder.

There are 2 ways to fix this as i see it:

  1. Setup a property that will point to the Unity installation (allow passing that through command line when building the SDK)
  2. Including a copy of UnityEngine and UnityEditor (if needed) in this repository to compile against (always update it to a minimal version you support).

Windows Phone Support

It would be great if you can add support for Windows Phone and Windows Store (Unity's Universal 8.1 build target).
There is already a version of Facebook SDK for normal Windows Phone apps, so I don't see why it would be hard to integrate it into this Unity SDK. (if there is something I'm missing, please inform me)

I might attempt doing that by creating WP implementations for the abstract classes, but I'm still not familiar with how your code is laid out so it would take a lot of effort from me.

Platform dependent bindings.

hi @swiese --

I am curious why the SDK uses bindings to iOS & Android SDKs. Why it's not a C# monster ( with some parts from Windows Phone SDK )? Is it about using a stable codebases or something else ?

best,
dk

FacebookSdkNotInitializedException issue

Hello,
We have an issue with the Unity FB SDK. On Android some devices the app crashes with a native exception:
com.facebook.FacebookSdkNotInitializedException

full stacktrace:
com.facebook.internal.Validate.sdkInitialized (Validate.java:136)
com.facebook.FacebookSdk.getApplicationContext (FacebookSdk.java:423)
com.facebook.AccessTokenManager.getInstance (AccessTokenManager.java:84)
com.facebook.AccessToken.getCurrentAccessToken (AccessToken.java:144)
com.facebook.appevents.AppEventsLogger. (AppEventsLogger.java:657)
com.facebook.appevents.AppEventsLogger.newLogger (AppEventsLogger.java:418)
com.facebook.login.LoginMethodHandler.logWebLoginCompleted (LoginMethodHandler.java:96)
com.facebook.login.KatanaProxyLoginMethodHandler.handleResultOk (KatanaProxyLoginMethodHandler.java:101)
com.facebook.login.KatanaProxyLoginMethodHandler.onActivityResult (KatanaProxyLoginMethodHandler.java:82)
com.facebook.login.LoginClient.onActivityResult (LoginClient.java:151)
com.facebook.login.LoginFragment.onActivityResult (LoginFragment.java:162)
android.support.v4.app.FragmentActivity.onActivityResult (FragmentActivity.java:165)
dalvik.system.NativeStart.main (NativeStart.java)

We are pretty sure that every call to FB is made after the init method has called the callback, and we even tried to force a call before the init procedure and had a different exception thrown, inside Unity and not native.

Also, we're seeing this on 700 users out of 33000 (these users have the problem every time they use the app, and it doesn't look like it's specific of an Android version or device), so it's not (we think) an implementation problem, as Unity thinks the SDK is initialized, but the native side says it's not. What can we do about it?

Thank you

tvOS support

Facebook native apple tv SDK already exists, can the sdk for unity be used for tvOS platform?

Is it possible to know if Facebook is installed?

Hey, using ShareDialogMode.NATIVE crashes if the user doesn't have Facebook app installed (on iOS). Is there a method to know if Facebook is installed or not and so moving to web?

ShareDialogMode.AUTOMATIC by default sends directly on Web.

Compile fails with Unity Cloud: Invalid Bitcode

This currently occurs on 7.5.0

Relevant Snippet:

7789:        [xcode]     export PATH="/APPLICATION_PATH/Xcode7_0.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Applications/Xcode7_0.app/Contents/Developer/usr/bin:/BUILD_PATH/.rvm/gems/ruby-2.1.1/bin:/Users/buildbot/.rvm/gems/ruby-2.1.1@global/bin:/Users/buildbot/.rvm/rubies/ruby-2.1.1/bin:/Applications/Android Studio.app/sdk/:/Users/buildbot/bin/:/Library/Java/JavaVirtualMachines/jdk1.7.0_71.jdk/Contents/Home/bin:/Applications/Android Studio.app/sdk/:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:/Users/buildbot/.rvm/bin:/Users/buildbot/.mason/buildpacks/unity/libs/vendor/jsawk:/Users/buildbot/.mason/buildpacks/xcode/libs/vendor/jsawk"
7790:        [xcode] ld: warning: arm64 function not 4-byte aligned: ltmp0 from /BUILD_PATH/mut8d.poker.default-ios/temp.XCrW4Y/Libraries/libiPhone-lib.a(PLCrashAsyncThread_current-5565F35D16E4818B.o)
7791:        [xcode] ld: warning: arm64 function not 4-byte aligned: _plcrash_async_thread_state_current from /BUILD_PATH/mut8d.poker.default-ios/temp.XCrW4Y/Libraries/libiPhone-lib.a(PLCrashAsyncThread_current-5565F35D16E4818B.o)
7792:        [xcode] Ld build/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/pokerpop normal armv7
7793:        [xcode]     cd /BUILD_PATH/mut8d.poker.default-ios/temp.XCrW4Y
7794:        [xcode]     export IPHONEOS_DEPLOYMENT_TARGET=9.1
7795:        [xcode]     export PATH="/APPLICATION_PATH/Xcode7_0.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Applications/Xcode7_0.app/Contents/Developer/usr/bin:/BUILD_PATH/.rvm/gems/ruby-2.1.1/bin:/Users/buildbot/.rvm/gems/ruby-2.1.1@global/bin:/Users/buildbot/.rvm/rubies/ruby-2.1.1/bin:/Applications/Android Studio.app/sdk/:/Users/buildbot/bin/:/Library/Java/JavaVirtualMachines/jdk1.7.0_71.jdk/Contents/Home/bin:/Applications/Android Studio.app/sdk/:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:/Users/buildbot/.rvm/bin:/Users/buildbot/.mason/buildpacks/unity/libs/vendor/jsawk:/Users/buildbot/.mason/buildpacks/xcode/libs/vendor/jsawk"
7796:        [xcode] ld: object contains invalid bitcode: /BUILD_PATH/mut8d.poker.default-ios/temp.XCrW4Y/Frameworks/FacebookSDK/Plugins/iOS/FBSDKShareKit.framework/FBSDKShareKit(FBSDKShareVideo.o) for architecture armv7
7797:        [xcode] clang: error: linker command failed with exit code 1 (use -v to see invocation)
7798:        [xcode] ** BUILD FAILED **
7799:        [xcode] The following build commands failed:
7800:        [xcode]    Ld build/Unity-iPhone.build/Release-iphoneos/Unity-iPhone.build/Objects-normal/armv7/pokerpop normal armv7
7801:        [xcode] (1 failure)

App request message doesn't work

Hello,
When i call FB.AppRequest("check out this game"...), the recipient of the app request doesn't get this message in the notifications, instead, the message always say "someone sent you a request".

Thx.

Android: ExceptionInInitializerError on Init

About 5% of our DAU experiences this ExceptionInInitializerError every time on startup. Naturally, none of our devices get it.

We call FB.Init() fairly late in our app startup sequence, in this example our unity scripts begin doing stuff at 8 seconds into the game launch, and FB.Init() is called 14 seconds in, and then we get the exception about .5 seconds later (I can see our own code doing other stuff between FB.Init() and the exception).

> kyocera C5170
> OS: Android OS 4.0.4 / API-15 (IML77/release.20140730.032203)

Using Unity SDK v7.2.1 with FBAndroidSDK/4.7.0
AndroidJavaException: java.lang.ExceptionInInitializerError
Exception
UnityEngine.AndroidJNISafe.CheckException ()
UnityEngine.AndroidJNISafe.CallStaticVoidMethod (IntPtr clazz, IntPtr methodID, UnityEngine.jvalue[] args)
UnityEngine.AndroidJavaObject._CallStatic (System.String methodName, System.Object[] args)
UnityEngine.AndroidJavaObject.CallStatic (System.String methodName, System.Object[] args)
Facebook.Unity.Mobile.Android.FBJavaClass.CallStatic (System.String methodName, System.Object[] args)
Facebook.Unity.Mobile.Android.AndroidFacebook.CallFB (System.String method, System.String args)
Facebook.Unity.Mobile.Android.AndroidFacebook+JavaMethodCall`1[Facebook.Unity.IResult].Call (Facebook.Unity.MethodArguments args)
Facebook.Unity.Mobile.Android.AndroidFacebook.Init (System.String appId, Boolean cookie, Boolean logging, Boolean status, Boolean xfbml, System.String channelUrl, System.String authResponse, Boolean frictionlessRequests, Facebook.Unity.HideUnityDelegate hideUnityDelegate, Facebook.Unity.InitDelegate onInitComplete)
Facebook.Unity.FB.OnDllLoaded ()
Facebook.Unity.FB+CompiledFacebookLoader.Start ()

There is no matching java crash log in the Google Play console, the only error report is what you see here, from the built in Unity/C# error handling callback.

Any ideas?

7.6 Sometimes freezes on android during login

have been using plugin for a while. i think that since upgrading to 7.6 this problem started where during the login, i guess when the plugin tries to open the fb ui, the whole app just freezes. it happens sometimes, very inconsistent, but enough to be a problem. i can't see any related logs. anyone else experiencing this?

Campaign installs on Android not tracked in Facebook Analytics for Apps

I'm observing a large difference in tracking campaign installations between Android and iOS. Analytics for Apps show about 1000 installs on iOS and just 5 on Android (which correlates to the number of developer installations of the game). I'm cross-checking in Game Analytics and Google Developer console and I can see that there are much more Android players than reported by install tracking (and they're not organic players).

I've integrated Facebook SDK for Unity as described here and here, with a standard activation procedure described here:

void Awake() {
    if (!FB.IsInitialized) {
        FB.Init(() => {
            FB.ActivateApp();
        });
    } else {
        FB.ActivateApp();
    }
}

void OnApplicationPause(bool pause) {
    if (!pause) {
        FB.ActivateApp();
    }
}

The Facebook application created for this project has been reviewed and approved by Facebook team. Is there anything that I'm not aware of that would prevent campaing installs from being tracked properly by Facebook SDK for Unity on Android?

Issue: Viewability validation failed for Native Ads

I'm using the version 7.9.0

The Ad GameObject that is centered on the screen, is wrongly detected as not visible. The log says:
Viewability validation failed: GameObject is not on screen. (x axis)
Native ad viewability check for unique id 0 returned success? False

I've inserted a log in the checkGameObjectViewability method of AdHandler and I noticed that the position calculated is wrong:
positionOnScreen.x: -214.9999 > screenSize.width:1080 - width:430

In my Unity project (2D) I've a Canvas with a Canvas Scaler with the MainCamera positioned at the origin.

Maybe something wrong in the calculateWorldPosition method?

Facebook Deffered Deep Linking with FB Unity3D SDK setup

not really an issue with the SDK quite honesly, but AFAIK theres no documentation in the SDK for doing this thing

so i made a game using Unity 5.2 with integrating FB SDK with it
i already made the app page, and already done integrating it on my android/iOS app, everything done quite well
now i want to use Facebook ads to boost my game even further
i go to this page http://developers.facebook.com/docs/app-ads/sdk , to verify if my game ready for ads setup

and i got this problem :
e6ewe

i honestly don't know anything about defered deep link, i already tried googling and youtube but still found nothing

the documentation on Android : https://developers.facebook.com/docs/reference/android/current/class/AppLinkData/#fetchDeferredAppLinkData

and iOS : https://developers.facebook.com/docs/reference/ios/current/class/FBSDKAppLinkUtility/#fetchDeferredAppLink

didnt help at all,

even when i search about it for FB unity SDK, i only ended up on this documentation page : https://developers.facebook.com/docs/unity/reference/current/FB.GetAppLink which didn't explain anything about deeplink...

i already made the app.me facebook link for my app, and already use it on share feature on my app, but still it didn't count as defered deep link, which is very confuse me

i stuck here about couple days now, if anyone know regarding this, please enlighten me

thank you in advance :)

Get Active Build Target Error

Running Unity 5.4.0 with FB SDK 7.8, I get the following error while running my project:

get_activeBuildTarget is not allowed to be called from a ScriptableObject constructor (or instance field initializer), call it in OnEnable instead. Called from ScriptableObject 'FacebookSettingsEditor'.
See "Script Serialization" page in the Unity Manual for further details.
UnityEditor.EditorUserBuildSettings:get_activeBuildTarget()
Facebook.Unity.Editor.FacebookSettingsEditor:.ctor()

AndroidJNIHelper shouldn't be called for non-android platforms.

See https://github.com/facebook/facebook-sdk-for-unity/blob/sdk-version-7.8.0/Facebook.Unity/Mobile/Android/AndroidFacebookGameObject.cs#L29

AndroidJNIHelper shouldn't be called for non-android platforms.

This causes the following error when building for iOS:
Error:
System.Exception: Error processing method: 'System.Void Facebook.Unity.Mobile.Android.AndroidFacebookGameObject::OnAwake()' in assembly: 'Facebook.Unity.dll' ---> Mono.Cecil.ResolutionException: Failed to resolve System.Void UnityEngine.AndroidJNIHelper::set_debug(System.Boolean)

Use play service resolver instead of bundling the android libs

Handling android libs can be quite a nightmare once you have several plugins.
I noticed many have started using the play service resolver to bundle them, which just copy the libs from the sdk when needed:
https://github.com/googlesamples/unity-jar-resolver
This is much better and streamlined cause you don't end up with many copies of the same libs everywhere.
Could you implement it for the next version? It's very easy, just need to add one class which specify which libs you need.

IL2CPP Android Crash

Once facebook sdk runs on android builds from IL2CPP it causes a fatal crash. As mentioned earlier there is issues getting IL2CPP to run on android at all, However this is once you've got it running, and a different issue.



V/com.facebook.unity.FB(11440): SetUserAgentSuffix(Unity.7.8.0)

V/com.facebook.unity.FB(11440): Init({"appId":"CENSORED"})

E/CRASH   (11440): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000004

E/CRASH   (11440): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***

E/CRASH   (11440): Build fingerprint: 'samsung/klteuc/klteatt:4.4.2/KOT49H/G900AUCU1ANCE:user/release-keys'

E/CRASH   (11440): Revision: '14'

E/CRASH   (11440): pid: 11440, tid: 11456, name: UnityMain  >>> com.BubblePony.Triplet <<<

E/CRASH   (11440):     r0 7b124e30  r1 7b24f948  r2 00000000  r3 00630069

E/CRASH   (11440):     r4 7a792b44  r5 7b24f948  r6 79c3a914  r7 7a78342c

E/CRASH   (11440):     r8 82790820  r9 00000000  sl 00000002  fp 78041610

E/CRASH   (11440):     ip 7a77a31c  sp 780415a8  lr 7a2dcaf8  pc 7a2dcb00  cpsr 30303947

E/CRASH   (11440): 

E/CRASH   (11440): backtrace:

D/com.facebook.unity.FB(11440): KeyHash: CENSORED

V/com.facebook.unity.FB(11440): sending to Unity OnInitComplete({"key_hash":"CENSORED","last_refresh":"1475111255","declined_permissions":"","permissions":"user_friends,contact_email,email,public_profile","user_id":"304889459848602","expiration_timestamp":"1480278771","access_token":"CENSORED","opened":true})

E/CRASH   (11440):  #00  pc 014a2b00  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so (il2cpp::icalls::mscorlib::System::Reflection::MonoMethod::GetGenericArguments(Il2CppReflectionMethod*)+184)

E/CRASH   (11440):  #01  pc 00860d10  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):  #02  pc 013b6144  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):  #03  pc 0085eae4  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):  #04  pc 00847938  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):  #05  pc 0085b878  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):  #06  pc 0085cfac  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):  #07  pc 0140477c  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):  #08  pc 014d3fd8  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so (il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**)+56)

E/CRASH   (11440): 

E/CRASH   (11440): stack:

E/CRASH   (11440):          78041568  875ce19c  

E/CRASH   (11440):          7804156c  87fd8d78  

E/CRASH   (11440):          78041570  fffffa5c  

E/CRASH   (11440):          78041574  4005041f  /system/lib/libc.so (dlfree+50)

E/CRASH   (11440):          78041578  40089000  /system/lib/libc.so

E/CRASH   (11440):          7804157c  875ce190  

E/CRASH   (11440):          78041580  875ce190  

E/CRASH   (11440):          78041584  87fd8d84  

E/CRASH   (11440):          78041588  875ce19c  

E/CRASH   (11440):          7804158c  4004cd35  /system/lib/libc.so (free+12)

E/CRASH   (11440):          78041590  ffffffff  

E/CRASH   (11440):          78041594  7a30f820  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so (il2cpp::vm::String::NewLen(char const*, unsigned int)+260)

E/CRASH   (11440):          78041598  7a7795a0  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):          7804159c  87fd8d84  

E/CRASH   (11440):          780415a0  e3a070ad  

E/CRASH   (11440):          780415a4  ef9000ad  

E/CRASH   (11440):     #00  780415a8  7b748580  

E/CRASH   (11440):          780415ac  875f4858  

E/CRASH   (11440):          780415b0  79c3a914  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):          780415b4  7a78342c  

E/CRASH   (11440):          780415b8  82790820  

E/CRASH   (11440):          780415bc  82790830  

E/CRASH   (11440):          780415c0  78041610  [stack:11456]

E/CRASH   (11440):          780415c4  7969ad14  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):     #01  780415c8  82790820  

E/CRASH   (11440):          780415cc  7a782c60  

E/CRASH   (11440):          780415d0  7a783470  

E/CRASH   (11440):          780415d4  82790830  

E/CRASH   (11440):          780415d8  7a782c38  

E/CRASH   (11440):          780415dc  7a783470  

E/CRASH   (11440):          780415e0  7a78342c  

E/CRASH   (11440):          780415e4  7a792920  

E/CRASH   (11440):          780415e8  7a788264  

E/CRASH   (11440):          780415ec  7a788260  

E/CRASH   (11440):          780415f0  7a790184  

E/CRASH   (11440):          780415f4  000093f0  

E/CRASH   (11440):          780415f8  7a7795a0  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):          780415fc  7a78360c  

E/CRASH   (11440):          78041600  79698a4c  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):          78041604  86fd7350  

E/CRASH   (11440):          ........  ........

E/CRASH   (11440):     #02  78041618  7a792920  

E/CRASH   (11440):          7804161c  875d3880  

E/CRASH   (11440):          78041620  87607f30  

E/CRASH   (11440):          78041624  7a7795a0  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):          78041628  79698a4c  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):          7804162c  875d7960  

E/CRASH   (11440):          78041630  0000007f  

E/CRASH   (11440):          78041634  82c3c9a0  

E/CRASH   (11440):          78041638  78041658  [stack:11456]

E/CRASH   (11440):          7804163c  79698ae8  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):     #03  78041640  7a1f00d8  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):          78041644  86fd7350  

E/CRASH   (11440):          78041648  875d5e60  

E/CRASH   (11440):          7804164c  875ce1b8  

E/CRASH   (11440):          78041650  87158480  

E/CRASH   (11440):          78041654  82c3c9a0  

E/CRASH   (11440):          78041658  78041670  [stack:11456]

E/CRASH   (11440):          7804165c  7968193c  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):     #04  78041660  877ba6e8  

E/CRASH   (11440):          78041664  875d5e60  

E/CRASH   (11440):          78041668  83715578  

E/CRASH   (11440):          7804166c  796818d4  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):          78041670  78041698  [stack:11456]

E/CRASH   (11440):          78041674  7969587c  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):     #05  78041678  7fb05c20  

E/CRASH   (11440):          7804167c  7fb05c20  

E/CRASH   (11440):          78041680  875d3890  

E/CRASH   (11440):          78041684  875d5e60  

E/CRASH   (11440):          78041688  fffe1b98  

E/CRASH   (11440):          7804168c  7fb05c20  

E/CRASH   (11440):          78041690  7fb05c20  

E/CRASH   (11440):          78041694  82c3c9a0  

E/CRASH   (11440):          78041698  780416b0  [stack:11456]

E/CRASH   (11440):          7804169c  79696fb0  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):     #06  780416a0  780418f4  [stack:11456]

E/CRASH   (11440):          780416a4  78041870  [stack:11456]

E/CRASH   (11440):          780416a8  875d3890  

E/CRASH   (11440):          780416ac  82c3c9a0  

E/CRASH   (11440):          780416b0  780416b8  [stack:11456]

E/CRASH   (11440):          780416b4  7a23e780  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so

E/CRASH   (11440):     #07  780416b8  00000002  

E/CRASH   (11440):          780416bc  7a30dfdc  /data/app-lib/com.BubblePony.Triplet-2/libil2cpp.so (il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**)+60)

E/CRASH   (11440):     #08  780416c0  875d3890  

E/CRASH   (11440):          780416c4  780418f4  [stack:11456]

E/CRASH   (11440):          780416c8  780417f8  [stack:11456]

E/CRASH   (11440):          780416cc  00000000  

E/CRASH   (11440):          780416d0  00000002  

E/CRASH   (11440):          780416d4  77120db8  /data/app-lib/com.BubblePony.Triplet-2/libunity.so

E/CRASH   (11440):          780416d8  780418f4  [stack:11456]

E/CRASH   (11440):          780416dc  00000000  

E/CRASH   (11440):          780416e0  00000000  

E/CRASH   (11440):          780416e4  780417f8  [stack:11456]

E/CRASH   (11440):          780416e8  0000007f  

E/CRASH   (11440):          780416ec  00000000  

E/CRASH   (11440):          780416f0  00000002  

E/CRASH   (11440):          780416f4  77092c5c  /data/app-lib/com.BubblePony.Triplet-2/libunity.so

E/CRASH   (11440):          780416f8  00000001  

E/CRASH   (11440):          780416fc  ffffeefc  

E/CRASH   (11440): 

E/CRASH   (11440): memory near r0:

E/CRASH   (11440):     7b124e10 00000001 00060000 00000000 00040002  ................

E/CRASH   (11440):     7b124e20 00000052 00000000 00000000 000000c3  R...............

E/CRASH   (11440):     7b124e30 7a8c3f98 00000000 7a91517d 7a91330b  .?.z....}Q.z.3.z

E/CRASH   (11440):     7b124e40 7a5ec4b8 7a5ec4c0 7b124e30 7b124e30  ..^z..^z0N.{0N.{

E/CRASH   (11440):     7b124e50 00000000 7b124ef0 00000000 7ae601d4  .....N.{.......z

E/CRASH   (11440):     7b124e60 7a84bc60 00000000 7fad9210 7fadc4c0  `..z............

E/CRASH   (11440):     7b124e70 00000000 7a84b8a8 7a84b970 7a84b950  .......zp..zP..z

E/CRASH   (11440):     7b124e80 7b0e2fc0 00000000 7a84b940 00000001  ./.{[email protected]....

E/CRASH   (11440):     7b124e90 00000001 00000000 00000000 00000000  ................

E/CRASH   (11440):     7b124ea0 ffffffff 000000d2 0000000c 0000000c  ................

E/CRASH   (11440):     7b124eb0 00000000 ffffffff 00000018 00000000  ................

E/CRASH   (11440):     7b124ec0 ffffffff 00102081 02000034 00220071  ..... ..4...q.".

E/CRASH   (11440):     7b124ed0 00000008 005e0000 00040002 00040003  ......^.........

E/CRASH   (11440):     7b124ee0 00000142 00000000 00000000 000000c3  B...............

E/CRASH   (11440):     7b124ef0 7a8c3f98 00000000 7a9159ec 7a9159f7  .?.z.....Y.z.Y.z

E/CRASH   (11440):     7b124f00 7a5ec548 7a5ec550 7b124ef0 7b124ef0  H.^zP.^z.N.{.N.{

E/CRASH   (11440): 

E/CRASH   (11440): memory near r1:

E/CRASH   (11440):     7b24f928 7a5f4250 7b24ff38 7aadc100 00000000  PB_z8.${...z....

E/CRASH   (11440):     7b24f938 00000000 060004e1 00000086 0002ffff  ................

E/CRASH   (11440):     7b24f948 79fdb854 7a23e988 7a94e605 7b24f6d8  T..y..#z...z..${

E/CRASH   (11440):     7b24f958 7a5f4250 7b24ff68 7aadc138 00000000  PB_zh.${8..z....

E/CRASH   (11440):     7b24f968 00000000 060004e2 00000086 0002ffff  ................

E/CRASH   (11440):     7b24f978 00000000 00000000 7a91c855 7b24f6d8  ........U..z..${

E/CRASH   (11440):     7b24f988 7a5feee8 7b24ff98 7aadc170 7ae06808  .._z..${p..z.h.z

E/CRASH   (11440):     7b24f998 00000000 060004e3 00000086 0101ffff  ................

E/CRASH   (11440):     7b24f9a8 00000000 00000000 7a91e3c5 7b24f6d8  ...........z..${

E/CRASH   (11440):     7b24f9b8 7a5f4250 7b24ffb0 7aadc1a8 7ae06818  PB_z..${...z.h.z

E/CRASH   (11440):     7b24f9c8 00000000 060004e4 00000086 0102ffff  ................

E/CRASH   (11440):     7b24f9d8 00000000 00000000 7a94e610 7b24f6d8  ...........z..${

E/CRASH   (11440):     7b24f9e8 7a5feef8 7b24ffe0 7aadc1e0 7ae06828  .._z..${...z(h.z

E/CRASH   (11440):     7b24f9f8 00000000 060004e5 00000086 0101ffff  ................

E/CRASH   (11440):     7b24fa08 00000000 00000000 7a94e61a 7b24f6d8  ...........z..${

E/CRASH   (11440):     7b24fa18 7a5f4250 7b24fff8 7aadc218 7ae06838  PB_z..${...z8h.z

E/CRASH   (11440): 

E/CRASH   (11440): memory near r3:

E/CRASH   (11440):     00630048 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     00630058 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     00630068 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     00630078 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     00630088 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     00630098 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     006300a8 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     006300b8 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     006300c8 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     006300d8 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     006300e8 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     006300f8 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     00630108 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     00630118 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     00630128 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440):     00630138 ffffffff ffffffff ffffffff ffffffff  ................

E/CRASH   (11440): 

E/CRASH   (11440): memory near r4:

E/CRASH   (11440):     7a792b24 7a830604 7a7995e8 7a4f7650 00000000  ...z..yzPvOz....

E/CRASH   (11440):     7a792b34 00000000 78d2e158 00000000 00000000  ....X..x........

E/CRASH   (11440):     7a792b44 7a8c3f98 7b11fd58 7b123c30 7b11fe18  .?.zX..{0<.{...{

E/CRASH   (11440):     7a792b54 7b11ff98 7b123cf0 7b123db0 7b123e70  ...{.<.{.=.{p>.{

E/CRASH   (11440):     7a792b64 7b123f30 7b123ff0 7b124170 7b1240b0  0?.{.?.{pA.{.@.{

E/CRASH   (11440):     7a792b74 7b124230 7b1242f0 7b1243b0 7b124470  0B.{.B.{.C.{pD.{

E/CRASH   (11440):     7a792b84 7b124530 7b1245f0 7b1246b0 7b124770  0E.{.E.{.F.{pG.{

E/CRASH   (11440):     7a792b94 7b124830 7b1248f0 7b1249b0 7b124b30  0H.{.H.{.I.{0K.{

E/CRASH   (11440):     7a792ba4 00000000 00000000 00000000 7b124e30  ............0N.{

E/CRASH   (11440):     7a792bb4 7b124fb0 7b1267b0 00000000 7b125070  .O.{.g.{....pP.{

E/CRASH   (11440):     7a792bc4 7b1251f0 7b1252b0 7b125370 7b125430  .Q.{.R.{pS.{0T.{

E/CRASH   (11440):     7a792bd4 7b1255b0 7b125670 7b125730 7b1257f0  .U.{pV.{0W.{.W.{

E/CRASH   (11440):     7a792be4 7b1258b0 7b125970 7b126630 7b125a30  .X.{pY.{0f.{0Z.{

E/CRASH   (11440):     7a792bf4 7b124d70 7b125af0 7b125bb0 7b125c70  pM.{.Z.{.[.{p\.{

E/CRASH   (11440):     7a792c04 7b125d30 7b1269f0 7b126e70 7b125df0  0].{.i.{pn.{.].{

E/CRASH   (11440):     7a792c14 7b125eb0 7b124a70 7b125f70 7b126030  .^.{pJ.{p_.{0`.{

E/CRASH   (11440): 

E/CRASH   (11440): memory near r5:

E/CRASH   (11440):     7b24f928 7a5f4250 7b24ff38 7aadc100 00000000  PB_z8.${...z....

E/CRASH   (11440):     7b24f938 00000000 060004e1 00000086 0002ffff  ................

E/CRASH   (11440):     7b24f948 79fdb854 7a23e988 7a94e605 7b24f6d8  T..y..#z...z..${

E/CRASH   (11440):     7b24f958 7a5f4250 7b24ff68 7aadc138 00000000  PB_zh.${8..z....

E/CRASH   (11440):     7b24f968 00000000 060004e2 00000086 0002ffff  ................

E/CRASH   (11440):     7b24f978 00000000 00000000 7a91c855 7b24f6d8  ........U..z..${

E/CRASH   (11440):     7b24f988 7a5feee8 7b24ff98 7aadc170 7ae06808  .._z..${p..z.h.z

E/CRASH   (11440):     7b24f998 00000000 060004e3 00000086 0101ffff  ................

E/CRASH   (11440):     7b24f9a8 00000000 00000000 7a91e3c5 7b24f6d8  ...........z..${

E/CRASH   (11440):     7b24f9b8 7a5f4250 7b24ffb0 7aadc1a8 7ae06818  PB_z..${...z.h.z

E/CRASH   (11440):     7b24f9c8 00000000 060004e4 00000086 0102ffff  ................

E/CRASH   (11440):     7b24f9d8 00000000 00000000 7a94e610 7b24f6d8  ...........z..${

E/CRASH   (11440):     7b24f9e8 7a5feef8 7b24ffe0 7aadc1e0 7ae06828  .._z..${...z(h.z

E/CRASH   (11440):     7b24f9f8 00000000 060004e5 00000086 0101ffff  ................

E/CRASH   (11440):     7b24fa08 00000000 00000000 7a94e61a 7b24f6d8  ...........z..${

E/CRASH   (11440):     7b24fa18 7a5f4250 7b24fff8 7aadc218 7ae06838  PB_z..${...z8h.z

E/CRASH   (11440): 

E/CRASH   (11440): memory near r6:

E/CRASH   (11440):     79c3a8f4 00b3ed48 ffff1880 fffd6cdc 00b3ee44  H........l..D...

E/CRASH   (11440):     79c3a904 fffd68bc 00b3ecf0 ffff1884 ead042ab  .h...........B..

E/CRASH   (11440):     79c3a914 ead042ad ead042af ead042b1 e92d4ff0  .B...B...B...O-.

E/CRASH   (11440):     79c3a924 e28db01c e24dd004 e1a08000 e5980000  ......M.........

E/CRASH   (11440):     79c3a934 e5900048 e59040f0 e59050f4 e3540000  [email protected].

E/CRASH   (11440):     79c3a944 1a000001 e1a00005 ebd03f6c e1a00008  ........l?......

E/CRASH   (11440):     79c3a954 e1a01005 e12fff34 e3500001 1a00002a  ....4./...P.*...

E/CRASH   (11440):     79c3a964 e5980000 e5900048 e59040d8 e59050dc  [email protected]..

E/CRASH   (11440):     79c3a974 e3540000 1a000001 e1a00005 ebd03f5f  ..T........._?..

E/CRASH   (11440):     79c3a984 e1a00008 e1a01005 e12fff34 e1a0a000  ........4./.....

E/CRASH   (11440):     79c3a994 e35a0000 0a000037 e28a9010 e3a04000  ..Z.7........@..

E/CRASH   (11440):     79c3a9a4 ea000000 e2844001 e59a000c e1540000  [email protected].

E/CRASH   (11440):     79c3a9b4 aa000015 3a000001 ebd03f38 ebd03f34  .......:8?..4?..

E/CRASH   (11440):     79c3a9c4 e7996104 e3560000 0a00002a e5960000  .a....V.*.......

E/CRASH   (11440):     79c3a9d4 e5900048 e59052b8 e59072bc e3550000  H....R...r....U.

E/CRASH   (11440):     79c3a9e4 1a000001 e1a00007 ebd03f44 e1a00006  ........D?......

E/CRASH   (11440): 

E/CRASH   (11440): memory near r7:

E/CRASH   (11440):     7a78340c 00000000 00000000 00000000 00000000  ................

E/CRASH   (11440):     7a78341c 00000000 00000000 00000000 00000000  ................

E/CRASH   (11440):     7a78342c 7b1245f0 7da33b80 81df7938 81df74f8  .E.{.;.}8y...t..

E/CRASH   (11440):     7a78343c 81df7af0 81df7640 81df0bd8 7b11fd58  [email protected]..{

E/CRASH   (11440):     7a78344c 7b124170 81dece70 81df1498 8279e968  pA.{p.......h.y.

E/CRASH   (11440):     7a78345c 7f925000 81df6fa8 826c5928 7b123f30  .P...o..(Yl.0?.{

E/CRASH   (11440):     7a78346c 81df7778 7b124e30 81def9a0 81df0988  xw..0N.{........

E/CRASH   (11440):     7a78347c 81dda358 81df6e90 7b124530 7a8398b0  X....n..0E.{...z

E/CRASH   (11440):     7a78348c 7e3e67f0 81df3990 7b125eb0 00000000  .g>~.9...^.{....

E/CRASH   (11440):     7a78349c 00000000 827ba090 81df57d0 00000000  ......{..W......

E/CRASH   (11440):     7a7834ac 7b88e300 00000000 81dfdde8 7b126930  ...{........0i.{

E/CRASH   (11440):     7a7834bc 00000000 00000000 00000000 7b468d60  ............`.F{

E/CRASH   (11440):     7a7834cc 00000000 7b1267b0 00000000 00000000  .....g.{........

E/CRASH   (11440):     7a7834dc 00000000 7b74a358 7f924f40 00000000  ....X.t{@O......

E/CRASH   (11440):     7a7834ec 7f925218 7b1257f0 7b468070 00000000  .R...W.{p.F{....

E/CRASH   (11440):     7a7834fc 7b7f9270 7daba168 7b7e9198 7f9250c0  p..{h..}..~{.P..

E/CRASH   (11440): 

E/CRASH   (11440): memory near r8:

E/CRASH   (11440):     82790800 00000000 00000000 00000000 00000000  ................

E/CRASH   (11440):     82790810 00000000 00000000 00000000 00000000  ................

E/CRASH   (11440):     82790820 7b3de830 00000000 00000000 0000000f  0.={............

E/CRASH   (11440):     82790830 875f47e0 875f47c8 875f4858 875f47b0  .G_..G_.XH_..G_.

E/CRASH   (11440):     82790840 875f4798 875f4780 875f4768 875f4750  .G_..G_.hG_.PG_.

E/CRASH   (11440):     82790850 875f4738 875f4720 875f4840 875f4708  8G_. G_.@H_..G_.

E/CRASH   (11440):     82790860 875f46f0 875f46d8 875f46c0 00000000  .F_..F_..F_.....

E/CRASH   (11440):     82790870 8789e458 00000000 00000000 0000000e  X...............

E/CRASH   (11440):     82790880 875f4e58 875f4e40 875f4e28 875f4e10  XN_.@N_.(N_..N_.

E/CRASH   (11440):     82790890 875f4df8 875f4de0 875f4dc8 875f4db0  .M_..M_..M_..M_.

E/CRASH   (11440):     827908a0 875f4d98 875f4d80 875f4d68 875f4d50  .M_..M_.hM_.PM_.

E/CRASH   (11440):     827908b0 875f4d38 875f4d20 00000000 00000000  8M_. M_.........

E/CRASH   (11440):     827908c0 8294a618 00000000 00000000 0000000e  ................

E/CRASH   (11440):     827908d0 875c97e0 875cfa60 875ccfa0 875cab20  ..\.`.\...\. .\.

E/CRASH   (11440):     827908e0 875cf5e0 875caf60 875cfea0 875c3060  ..\.`.\...\.`0\.

E/CRASH   (11440):     827908f0 875cc720 875c9c20 875c93a0 875ca4e0   .\. .\...\...\.

E/CRASH   (11440): 

E/CRASH   (11440): memory near fp:

E/CRASH   (11440):     780415f0 7a790184 000093f0 7a7795a0 7a78360c  ..yz......wz.6xz

E/CRASH   (11440):     78041600 79698a4c 86fd7350 0000007f 87607f30  L.iyPs......0.`.

E/CRASH   (11440):     78041610 78041638 7a1f0148 7a792920 875d3880  8..xH..z )yz.8].

E/CRASH   (11440):     78041620 87607f30 7a7795a0 79698a4c 875d7960  0.`...wzL.iy`y].

E/CRASH   (11440):     78041630 0000007f 82c3c9a0 78041658 79698ae8  ........X..x..iy

E/CRASH   (11440):     78041640 7a1f00d8 86fd7350 875d5e60 875ce1b8  ...zPs..`^]...\.

E/CRASH   (11440):     78041650 87158480 82c3c9a0 78041670 7968193c  ........p..x<.hy

E/CRASH   (11440):     78041660 877ba6e8 875d5e60 83715578 796818d4  ..{.`^].xUq...hy

E/CRASH   (11440):     78041670 78041698 7969587c 7fb05c20 7fb05c20  ...x|Xiy \.. \..

E/CRASH   (11440):     78041680 875d3890 875d5e60 fffe1b98 7fb05c20  .8].`^]..... \..

E/CRASH   (11440):     78041690 7fb05c20 82c3c9a0 780416b0 79696fb0   \.........x.oiy

E/CRASH   (11440):     780416a0 780418f4 78041870 875d3890 82c3c9a0  ...xp..x.8].....

E/CRASH   (11440):     780416b0 780416b8 7a23e780 00000002 7a30dfdc  ...x..#z......0z

E/CRASH   (11440):     780416c0 875d3890 780418f4 780417f8 00000000  .8]....x...x....

E/CRASH   (11440):     780416d0 00000002 77120db8 780418f4 00000000  .......w...x....

E/CRASH   (11440):     780416e0 00000000 780417f8 0000007f 00000000  .......x........

E/CRASH   (11440): 

E/CRASH   (11440): memory near ip:

E/CRASH   (11440):     7a77a2fc 7a2ec8c0 7a2eca64 7a2e7624 7a2fc474  ...zd..z$v.zt./z

E/CRASH   (11440):     7a77a30c 7a304b68 7a2f6674 7a2f1a00 7a300bb4  hK0ztf/z../z..0z

E/CRASH   (11440):     7a77a31c 7a300bec 7a2fa9c4 7a30e2a0 7a300b70  ..0z../z..0zp.0z

E/CRASH   (11440):     7a77a32c 7a300bd0 7a3091dc 7a316800 7a2fb864  ..0z..0z.h1zd./z

E/CRASH   (11440):     7a77a33c 7a2c76ac 7a2c788c 7a2ff29c 7a2ff298  .v,z.x,z../z../z

E/CRASH   (11440):     7a77a34c 7a2ff2a4 7a2f7da0 7a3070e8 40062105  ../z.}/z.p0z.!.@

E/CRASH   (11440):     7a77a35c 7a307114 7a3070bc 7a2fe418 7a2df188  .q0z.p0z../z..-z

E/CRASH   (11440):     7a77a36c 7a2df04c 7a316870 7a2f8578 7a2ff294  L.-zph1zx./z../z

E/CRASH   (11440):     7a77a37c 7a2f9bec 7a2ff2a0 7a2df264 7a2e8b60  ../z../zd.-z`..z

E/CRASH   (11440):     7a77a38c 7a2c5dd0 7a2e8b64 7a2e8af4 7a2e8b20  .],zd..z...z ..z

E/CRASH   (11440):     7a77a39c 7a2e9a10 7a3056b4 7a2e767c 7a2e76a0  ...z.V0z|v.z.v.z

E/CRASH   (11440):     7a77a3ac 7a2e0084 7a2e00c8 7a2e0110 7a2e0128  ...z...z...z(..z

E/CRASH   (11440):     7a77a3bc 7a2e0134 7a2e74b8 7a2e74f4 7a2e0238  4..z.t.z.t.z8..z

E/CRASH   (11440):     7a77a3cc 7a2e027c 7a2e02c4 7a2e02dc 7a2e0300  |..z...z...z...z

E/CRASH   (11440):     7a77a3dc 7a310bf8 7a310b10 7a2fa834 7a2e8134  ..1z..1z4./z4..z

E/CRASH   (11440):     7a77a3ec 7a310bc0 7a3110cc 7a2f2c6c 7a2e8158  ..1z..1zl,/zX..z

E/CRASH   (11440): 

E/CRASH   (11440): memory near sp:

E/CRASH   (11440):     78041588 875ce19c 4004cd35 ffffffff 7a30f820  ..\.5..@.... .0z

E/CRASH   (11440):     78041598 7a7795a0 87fd8d84 e3a070ad ef9000ad  ..wz.....p......

E/CRASH   (11440):     780415a8 7b748580 875f4858 79c3a914 7a78342c  ..t{XH_....y,4xz

E/CRASH   (11440):     780415b8 82790820 82790830 78041610 7969ad14   .y.0.y....x..iy

E/CRASH   (11440):     780415c8 82790820 7a782c60 7a783470 82790830   .y.`,xzp4xz0.y.

E/CRASH   (11440):     780415d8 7a782c38 7a783470 7a78342c 7a792920  8,xzp4xz,4xz )yz

E/CRASH   (11440):     780415e8 7a788264 7a788260 7a790184 000093f0  d.xz`.xz..yz....

E/CRASH   (11440):     780415f8 7a7795a0 7a78360c 79698a4c 86fd7350  ..wz.6xzL.iyPs..

E/CRASH   (11440):     78041608 0000007f 87607f30 78041638 7a1f0148  ....0.`.8..xH..z

E/CRASH   (11440):     78041618 7a792920 875d3880 87607f30 7a7795a0   )yz.8].0.`...wz

E/CRASH   (11440):     78041628 79698a4c 875d7960 0000007f 82c3c9a0  L.iy`y].........

E/CRASH   (11440):     78041638 78041658 79698ae8 7a1f00d8 86fd7350  X..x..iy...zPs..

E/CRASH   (11440):     78041648 875d5e60 875ce1b8 87158480 82c3c9a0  `^]...\.........

E/CRASH   (11440):     78041658 78041670 7968193c 877ba6e8 875d5e60  p..x<.hy..{.`^].

E/CRASH   (11440):     78041668 83715578 796818d4 78041698 7969587c  xUq...hy...x|Xiy

E/CRASH   (11440):     78041678 7fb05c20 7fb05c20 875d3890 875d5e60   \.. \...8].`^].

E/CRASH   (11440): 

E/CRASH   (11440): code around pc:

E/CRASH   (11440):     7a2dcae0 e59f0084 e59f107c e08f0000 e7914000  ....|........@..

E/CRASH   (11440):     7a2dcaf0 e1a00005 ebb5c0e6 e1a09000 e594006c  ............l...

E/CRASH   (11440):     7a2dcb00 e5996004 e1a01006 ebb5b78a e1a08000  .`..............

E/CRASH   (11440):     7a2dcb10 e3560000 0a000010 e3a07000 e6ff1077  ..V......p..w...

E/CRASH   (11440):     7a2dcb20 e1a00009 ebb5bf69 ebb5bf6b e1a04000  ....i...k....@..

E/CRASH   (11440):     7a2dcb30 e1a00008 e3a01004 e1a02007 ebb5b780  ......... ......

E/CRASH   (11440):     7a2dcb40 e1a05000 e5940010 ebb5bbbb e2877001  .P...........p..

E/CRASH   (11440):     7a2dcb50 e5850000 e1560007 1affffef e1a00008  ......V.........

E/CRASH   (11440):     7a2dcb60 e8bd8bf0 0049cb1c fffffa5c 0049cab0  ......I.\.....I.

E/CRASH   (11440):     7a2dcb70 e92d4ff0 e28db01c e24dd00c e1a08001  .O-.......M.....

E/CRASH   (11440):     7a2dcb80 e59f11cc e59fa1cc e3a07000 e08f1001  .........p......

E/CRASH   (11440):     7a2dcb90 e1a09002 e79a1001 e5911000 e50b1024  ............$...

E/CRASH   (11440):     7a2dcba0 e5905008 e5837000 e5d50028 e3100010  .P...p..(.......

E/CRASH   (11440):     7a2dcbb0 1a00001a e3580000 0a00000a e595100c  ......X.........

E/CRASH   (11440):     7a2dcbc0 e1a00008 ebb5b6cb e3a06000 e3500000  .........`....P.

E/CRASH   (11440):     7a2dcbd0 0a000055 e1a00008 e1a01005 ebb5bcf5  U...............

E/CRASH   (11440): 

E/CRASH   (11440): code around lr:

E/CRASH   (11440):     7a2dcad8 e595001c e5905000 e59f0084 e59f107c  .....P......|...

E/CRASH   (11440):     7a2dcae8 e08f0000 e7914000 e1a00005 ebb5c0e6  .....@..........

E/CRASH   (11440):     7a2dcaf8 e1a09000 e594006c e5996004 e1a01006  ....l....`......

E/CRASH   (11440):     7a2dcb08 ebb5b78a e1a08000 e3560000 0a000010  ..........V.....

E/CRASH   (11440):     7a2dcb18 e3a07000 e6ff1077 e1a00009 ebb5bf69  .p..w.......i...

E/CRASH   (11440):     7a2dcb28 ebb5bf6b e1a04000 e1a00008 e3a01004  k....@..........

E/CRASH   (11440):     7a2dcb38 e1a02007 ebb5b780 e1a05000 e5940010  . .......P......

E/CRASH   (11440):     7a2dcb48 ebb5bbbb e2877001 e5850000 e1560007  .....p........V.

E/CRASH   (11440):     7a2dcb58 1affffef e1a00008 e8bd8bf0 0049cb1c  ..............I.

E/CRASH   (11440):     7a2dcb68 fffffa5c 0049cab0 e92d4ff0 e28db01c  \.....I..O-.....

E/CRASH   (11440):     7a2dcb78 e24dd00c e1a08001 e59f11cc e59fa1cc  ..M.............

E/CRASH   (11440):     7a2dcb88 e3a07000 e08f1001 e1a09002 e79a1001  .p..............

E/CRASH   (11440):     7a2dcb98 e5911000 e50b1024 e5905008 e5837000  ....$....P...p..

E/CRASH   (11440):     7a2dcba8 e5d50028 e3100010 1a00001a e3580000  (.............X.

E/CRASH   (11440):     7a2dcbb8 0a00000a e595100c e1a00008 ebb5b6cb  ................

E/CRASH   (11440):     7a2dcbc8 e3a06000 e3500000 0a000055 e1a00008  .`....P.U.......

W/dalvikvm(11440): threadid=10: thread exiting with uncaught exception (group=0x4171eda0)

E/AndroidRuntime(11440): FATAL EXCEPTION: UnityMain

E/AndroidRuntime(11440): Process: com.BubblePony.Triplet, PID: 11440

E/AndroidRuntime(11440): java.lang.Error: FATAL EXCEPTION [UnityMain]

E/AndroidRuntime(11440): Unity version     : 5.4.0p2

E/AndroidRuntime(11440): Device model      : samsung SAMSUNG-SM-G900A

E/AndroidRuntime(11440): Device fingerprint: samsung/klteuc/klteatt:4.4.2/KOT49H/G900AUCU1ANCE:user/release-keys

E/AndroidRuntime(11440): 

E/AndroidRuntime(11440): Caused by: java.lang.Error: signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000004

E/AndroidRuntime(11440): Build fingerprint: 'samsung/klteuc/klteatt:4.4.2/KOT49H/G900AUCU1ANCE:user/release-keys'

E/AndroidRuntime(11440): Revision: '14'

E/AndroidRuntime(11440): pid: 11440, tid: 11456, name: UnityMain  >>> com.BubblePony.Triplet <<<

E/AndroidRuntime(11440):     r0 7b124e30  r1 7b24f948  r2 00000000  r3 00630069

E/AndroidRuntime(11440):     r4 7a792b44  r5 7b24f948  r6 79c3a914  r7 7a78342c

E/AndroidRuntime(11440):     r8 82790820  r9 00000000  sl 00000002  fp 78041610

E/AndroidRuntime(11440):     ip 7a77a31c  sp 780415a8  lr 7a2dcaf8  pc 7a2dcb00  cpsr 30303947

E/AndroidRuntime(11440): 

E/AndroidRuntime(11440):    at libil2cpp.il2cpp::icalls::mscorlib::System::Reflection::MonoMethod::GetGenericArguments(Il2CppReflectionMethod*)(icalls:184)

E/AndroidRuntime(11440):    at libil2cpp.00860d10(Native Method)

E/AndroidRuntime(11440):    at libil2cpp.013b6144(Native Method)

E/AndroidRuntime(11440):    at libil2cpp.0085eae4(Native Method)

E/AndroidRuntime(11440):    at libil2cpp.00847938(Native Method)

E/AndroidRuntime(11440):    at libil2cpp.0085b878(Native Method)

E/AndroidRuntime(11440):    at libil2cpp.0085cfac(Native Method)

E/AndroidRuntime(11440):    at libil2cpp.0140477c(Native Method)

E/AndroidRuntime(11440):    at libil2cpp.il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**)(vm:56)

W/ActivityManager( 1034):   Force finishing activity com.BubblePony.Triplet/com.unity3d.player.UnityPlayerActivity

My guess is that the generic call to CallStatic in the IAndroidWrapper interface being the culprit. Because for whatever reason facebook does not hard link against AndroidJavaClass and unity likely optimizes the specific generic combinations out.

AppCompat library increases dex count significantly

From my last calculations it increases it by about 12k, which is pretty bad. Is there a way to only ship this with the required styles. These are the required styles:

 <style name="com_facebook_activity_theme" parent="@style/Theme.AppCompat.NoActionBar">
        <item name="android:windowIsTranslucent">true</item>
        <item name="android:windowBackground">@android:color/transparent</item>
        <item name="android:windowNoTitle">true</item>
    </style>
    <style name="com_facebook_auth_dialog" parent="@style/Theme.AppCompat.Dialog">
        <item name="android:windowIsTranslucent">true</item>
        <item name="android:windowBackground">@android:color/transparent</item>
        <item name="android:windowNoTitle">true</item>
        <item name="android:windowIsFloating">true</item>
    </style>

support refreshing access tokens

The native iOS and Android SDKs both support refreshing automatically. What is the reason this is not supported on Unity while running on iOS or Android?

Also, the iOS/Android SDKs are using a grant_type=fb_extend_sso_token to refresh the tokens which appears to have no documentation anywhere.

Do I need to abandon the Unity SDK and just use the native/web SDKs directly? Are there any plans to support token refresh in Unity?

Random Crash on android device when update to 7.6.0

I've just updated fb sdk to 7.6.0, and random crash occured more often when i launch app (or during app running).
I'm using unity 5.1.4f

Here is some log crash:

---- LOG CRASH ----

W/ClassFailureStapler(10802): failed to install class failure stapler; proceeding
W/ClassFailureStapler(10802): java.lang.RuntimeException: could not hook fn dvmInitClass: control flow in TBB/TBH unpredictable
W/ClassFailureStapler(10802): at com.facebook.common.dextricks.DalvikInternals.setClassInitFailureHook(Native Method)
W/ClassFailureStapler(10802): at com.facebook.common.dextricks.ClassFailureStapler.install(web_view_number:31)
W/ClassFailureStapler(10802): at com.facebook.common.dextricks.ClassFailureStapler.tryInstall(web_view_number:39)
W/ClassFailureStapler(10802): at com.facebook.katana.app.FacebookApplication.c(}:218)
W/ClassFailureStapler(10802): at com.facebook.base.app.DelegatingApplication.attachBaseContext(|NO:113)
W/ClassFailureStapler(10802): at android.app.Application.attach(Application.java:197)
W/ClassFailureStapler(10802): at android.app.Instrumentation.newApplication(Instrumentation.java:1008)
W/ClassFailureStapler(10802): at android.app.Instrumentation.newApplication(Instrumentation.java:992)
W/ClassFailureStapler(10802): at android.app.LoadedApk.makeApplication(LoadedApk.java:504)
W/ClassFailureStapler(10802): at android.app.ActivityThread.handleBindApplication(ActivityThread.java:4657)
W/ClassFailureStapler(10802): at android.app.ActivityThread.access$1400(ActivityThread.java:159)
W/ClassFailureStapler(10802): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1376)
W/ClassFailureStapler(10802): at android.os.Handler.dispatchMessage(Handler.java:99)
W/ClassFailureStapler(10802): at android.os.Looper.loop(Looper.java:176)
W/ClassFailureStapler(10802): at android.app.ActivityThread.main(ActivityThread.java:5419)
W/ClassFailureStapler(10802): at java.lang.reflect.Method.invokeNative(Native Method)
W/ClassFailureStapler(10802): at java.lang.reflect.Method.invoke(Method.java:525)
W/ClassFailureStapler(10802): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1046)
W/ClassFailureStapler(10802): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:862)
W/ClassFailureStapler(10802): at dalvik.system.NativeStart.main(Native Method)

W/AppStateLogger(10802): registerAppStateLoggerStreamWithBreakpad failed
W/AppStateLogger(10802): java.lang.RuntimeException: could not find registerCustomStreamWithBreakpad
W/AppStateLogger(10802): at com.facebook.analytics.appstatelogger.AppStateLogger.registerStreamWithBreakpad(Native Method)
W/AppStateLogger(10802): at com.facebook.analytics.appstatelogger.AppStateLogger.h(when:230)
W/AppStateLogger(10802): at com.facebook.analytics.appstatelogger.AppStateLogger.d(when:216)
W/AppStateLogger(10802): at com.facebook.katana.app.FacebookApplication.c(}:204)
W/AppStateLogger(10802): at com.facebook.base.app.DelegatingApplication.attachBaseContext(|NO:113)
W/AppStateLogger(10802): at android.app.Application.attach(Application.java:197)
W/AppStateLogger(10802): at android.app.Instrumentation.newApplication(Instrumentation.java:1008)
W/AppStateLogger(10802): at android.app.Instrumentation.newApplication(Instrumentation.java:992)
W/AppStateLogger(10802): at android.app.LoadedApk.makeApplication(LoadedApk.java:504)
W/AppStateLogger(10802): at android.app.ActivityThread.handleBindApplication(ActivityThread.java:4657)
W/AppStateLogger(10802): at android.app.ActivityThread.access$1400(ActivityThread.java:159)
W/AppStateLogger(10802): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1376)
W/AppStateLogger(10802): at android.os.Handler.dispatchMessage(Handler.java:99)
W/AppStateLogger(10802): at android.os.Looper.loop(Looper.java:176)
W/AppStateLogger(10802): at android.app.ActivityThread.main(ActivityThread.java:5419)
W/AppStateLogger(10802): at java.lang.reflect.Method.invokeNative(Native Method)
W/AppStateLogger(10802): at java.lang.reflect.Method.invoke(Method.java:525)
W/AppStateLogger(10802): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1046)
W/AppStateLogger(10802): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:862)
W/AppStateLogger(10802): at dalvik.system.NativeStart.main(Native Method)

iOS: Facebook dialogs do not open when wrapped in (multiple) callbacks

Hi there,

I'm seeing the issue that the FB.Mobile.AppInvite dialog does not get displayed when it's called from within other callbacks / threads.

I'm currently on Unity 5.4.0 beta 3 and have tested with iOS 9.0.0 and 9.2.1.

When opening the FB.Mobile.AppInvite dialog directly from the Unity main thread it opens as expected.

When it's not opening, I'm seeing this warning in the iOS console:
Warning: Attempt to present <FBSDKContainerViewController: 0x1650025f0> on <FBSDKContainerViewController: 0x1669a3930> whose view is not in the window hierarchy!

That's a code example of what I'm doing:

# default FB login call happens after the app starts.
# this will be executed if the user is not logged in to Facebook and if she
# wants to share a URL:

FB.LogInWithReadPermissions(new List<string>() { "public_profile", "email", "user_friends" }, (result =>
        {
            if (!FB.IsLoggedIn)
            {
                return;
            }

            FB.Mobile.AppInvite(myAppUri, myAppImageUri);
        });

I havn't tested but I'm expecting the same would happen to the ShareLink dialog.

Any ideas what could be wrong here?

Problem with sharing image to facebook

I have problem in sharing image. I did the code following the instruction in this tutorial https://developers.facebook.com/docs/unity/reference/current/FB.API

I did it like this:

public static string ScreenShotName()
{
return string.Format("{0}/mizanRPG/mizanRPG_{1}.png",
Application.dataPath,
System.DateTime.Now.ToString ("yyyyMMdd_HHmmss"));
}

private IEnumerator ShareImage()
{
yield return new WaitForEndOfFrame();

    Texture2D screenShot = new Texture2D(Screen.width , Screen.height,    TextureFormat.RGB24, false);
    screenShot.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
    screenShot.Apply ();
    byte[] bytes = screenShot.EncodeToPNG();
    string filename = ScreenShotName();
    File.WriteAllBytes(filename, bytes);
    Debug.Log(string.Format("Took screenshot to: {0}", filename));
    setFotoPath (filename);

    var wwwForm = new WWWForm();
    wwwForm.AddBinaryData("image", bytes, "mizanRPG.png");
    wwwForm.AddField("message", "herp derp.  I did a thing!  Did I do this right?");

    FB.API("me/photos", Facebook.HttpMethod.POST, Callback, wwwForm);

}

void Callback(FBResult result)
{
if (result.Error != null)
{
Debug.LogError (result.Error);
EtceteraAndroid.showToast ("gagal post", true);
}
else
{
EtceteraAndroid.showToast("sukses upload foto", true);
}
}

The problem is, after i make sure that fb is logged in, and proceed to share an image, but when I check my fb, nothing happen. The callback doesn't return anything.
Did I do something wrong?

I hope this post reach you.
Thank you.

Facebook POST not working but ShareLink does.

Hey,

I have two plugins which are clashing (I think).
SDKBOX.IAP is an in app purchase plugin for google play products which works completely fine until I try to use FB.API to post a users highscore to his facebook account/my game.

I tried it with the Permission: user_friends and I got the 403 FORBIDEN Error (which is normal).
After adding that permission, my app just crashes directly and shows this error in logcat:

I/Unity (27014): SDKBOX Initialized.
I/Unity (27014):
I/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
I/Unity (27014):
I/Unity (27014): Dispatching callback method: onInitialized
I/Unity (27014):
I/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
I/Unity (27014):
I/Unity (27014): Using Facebook Unity SDK v7.3.0 with FBAndroidSDK/4.8.2
I/Unity (27014):
I/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
I/Unity (27014):
I/Unity (27014): PurchaseHandler.onInitialized False
I/Unity (27014):
I/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
I/Unity (27014):
I/Unity (27014): Dispatching callback method: onProductRequestSuccess
I/Unity (27014):
I/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
I/Unity (27014):
E/Unity (27014): Trying to add Price (UnityEngine.UI.Text) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.
E/Unity (27014):
E/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
E/Unity (27014):
E/Unity (27014): Trying to add Price (UnityEngine.UI.Text) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.
E/Unity (27014):
E/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
E/Unity (27014):
E/Unity (27014): Trying to add Price (UnityEngine.UI.Text) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.
E/Unity (27014):
E/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
E/Unity (27014):
E/Unity (27014): Trying to add Price (UnityEngine.UI.Text) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.
E/Unity (27014):
E/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
E/Unity (27014):
E/Unity (27014): Trying to add Price (UnityEngine.UI.Text) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.
E/Unity (27014):
E/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
E/Unity (27014):
E/Unity (27014): Trying to add Price (UnityEngine.UI.Text) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.
E/Unity (27014):
E/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
E/Unity (27014):
E/Unity (27014): Trying to add Price (UnityEngine.UI.Text) for graphic rebuild while we are already inside a graphic rebuild loop. This is not supported.
E/Unity (27014):
E/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
E/Unity (27014):
I/Unity (27014): Logged in
I/Unity (27014):
I/Unity (27014): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
I/Unity (27014):
I/Unity (27014): AndroidJavaException: java.lang.NoSuchMethodError: no static method "Lcom/sdkbox/plugin/SDKBox;.onPause(Lcom.sdkbox.activity.CustomActivity;)V"
I/Unity (27014): at UnityEngine.AndroidJNISafe.CheckException () [0x00000] in :0
I/Unity (27014): at UnityEngine.AndroidJNISafe.GetStaticMethodID (IntPtr clazz, System.String name, System.String sig) [0x00000] in :0
I/Unity (27014): at UnityEngine._AndroidJNIHelper.GetMethodID (IntPtr jclass, System.String methodName, System.String signature, Boolean isStatic) [0x00000] in :0
I/Unity (27014): at UnityEngine.AndroidJNIHelper.GetMethodID (IntPtr javaClass, System.String methodName, System.String signature, Boolean isStatic) [0x00000] in :0
I/Unity (27014): at UnityEngine._AndroidJNIHelper.GetMethodID (IntPtr jclass, System.String methodName, System.Object[] args, Boolean isStatic) [0x00000] in :0
I/Unity (27014): at UnityEngine.AndroidJNIHelper.GetMethodID (IntPtr jclass, System.String methodName, System.Object[] args, Boolean isStatic) [0x00000] in <filename unkn

Here is the script: http://pastebin.com/6Tq5nPJX
FBLogin() is called when the button is pressed.
The issue is probably coming from APIPost().

Anyways to solve this? I'm trying to make a leaderboard from facebook friends.

Locale not in dictionary?

I am trying to get the user's locale but I am having trouble doing so. My App has been approved by facebook to use the user_location permission.

In my script I request the permission with: permissions.Add("user_location");

then

FB.API("/me?fields=location", HttpMethod.GET, DisplayLocation);

void DisplayLocation(IResult result)
{
if (result.ResultDictionary.ContainsKey("locale"))
{
FacebookLocation = result.ResultDictionary["locale"];
PlayerPrefs.SetString("location", FacebookLocation.ToString());

    }
}

However, I keep getting the error that locale isn't in the dictionary. I've also tried replacing locale with hometown but get the same error. I am using the same code to get gender, name etc. and that all works fine.

Here is the full error:

KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[System.String,System.Object].get_Item (System.String key) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150)
facebook.DisplayLocation (IResult result) (at Assets/Scripts/facebook.cs:272)
Facebook.Unity.AsyncRequestString+c__Iterator1.MoveNext () (at Assets/FacebookSDK/SDK/Scripts/Utils/AsyncRequestString.cs:133)

NullPointerException in FB.java Line 378

After deploying to our customers we found a decent percentage of users running into NullPointerExceptions when logging in.

Stack Trace:
com.facebook.unity.FB.getKeyHash (FB.java:378)
com.facebook.unity.FBLogin.login (FBLogin.java:92)
com.facebook.unity.FBLogin.loginWithReadPermissions (FBLogin.java:42)
com.facebook.unity.FBUnityLoginActivity.onCreate (FBUnityLoginActivity.java:40)
android.app.Activity.performCreate (Activity.java:5372)
dalvik.system.NativeStart.main (NativeStart.java)

We were able to fix locally by adding NullPointerException to the list of caught exceptions near line 378 in FB.java but this potentially hides something that should be fixed.

Thank you!

READ_PHONE_STATE added

When I compile for android, this sdk always adds read_phone_state permission. Is there any way to avoid this?

Thanks in advance

Why doesn't Init(...) follow the same "structure" as all other IFacebook methods?

Sorry for the vague description in the title.

If you look at all the methods available in the IFacebook.cs interface, almost all have a callback which looks like FacebookDelegate<IResult> where IResult may differ depending on the call. But the Init(...) method doesn't follow this. It has it's own InitDelegate delegate which feels kinda out of place and doesn't return any information. And that would be fine...But the method OnInitComplete(string message) will in turn call OnLoginComplete(message) for some reason (and what should message be in this case, since I don't have any data to go on?).

Why does all of this matter to me? I'm trying to wrap the new UWP Facebook SDK (from Microsoft) into your SDK. And I'm trying to make sure everything follows the same event-stucture as Android and iOS and the only thing missing now is the Init-method which is...weird.

Summary:
I want to be able to do the following:
string callback_id = CallbackManager.AddFacebookDelegate(myInitCallback).toString();
var dontKnowWhatItShouldContainOtherThenCallbackId = new Dictionary<string,object>();
dontKnowWhatItShouldContainOtherThenCallbackId.Add("callback_id", callback_id);
OnInitComplete(MiniJSON.Json.Serialize(dontKnowWhatItShouldContainOtherThenCallbackId)); //This should also invoke myInitCallback as it does with all other methods.

Cant ShareLink twice

Calling the shareLink function like this

Facebook.Unity.FB.ShareLink (new System.Uri ("https://developers.facebook.com/"),
titleString",
facebookMessage,
new System.Uri (linkToImage),
callback: null);

Works fine. But when I close Facebook and click the button again, nothing happens.

The imported type 'facebook.miniJSON.json' is defined multiple times

Hello everyone,
I have project with is already integrated with Facebook or some other Facebook related SDK, after i build the project to iOS and Xcode was giving some errors related to
Facebook framework. So what i did was i download the latest Facebook SDK and placed in unity, from then i'm getting this error "The imported type 'facebook.miniJSON.json' is defined multiple times" in Androidfacebook.cs file. I dont known how to resolve the issues. Please somebody suggest me what to do thank you.

bolts-android-1.4.0.jar causes Unity 5.5 gradle build to fail

The included bolts android library contains an AndroidManifest.xml as well as no code inside (not sure this is what its meant to include):
image

When trying to build a game that includes the FB SDK with Unity 5.5f1 (using gradle), the build fails due to an error (AndroidManifest.xml already exists).

Looking at the Bolts repository, i see they have 2 artifacts (tasks and applinks). I am not even sure this .jar is needed at all.

Do not regenerate AndroidManifest post build

The FacebookPostProcess currently modifies the default AndroidManifest.xml post build.
This decision is based on whether the default Unity3d AndroidManifest.xml has been modified to contain the expected Facebook configurations.

In our project, we decided to use an AndroidManifest.xml fragment instead. Our default Unity3d AndroidManifest.xml should thus not contain the facebook changes and the Postprocess operation causes confusion.

Also given that we build multiple product variants from the same source tree, we use pre-build techniques to customize that fragment AndroidManifest based on our needs. The default generated one isn't necessarily the one we want to have.

We would recommend to not call GenerateManifest() at all in the Post build or at least to make it so that we can disable that behaviour without having to patch the SDK at each update. Also the use of an AndroidManifest fragment could be a good thing (e.g. Assets/Plugins/Android/Facebook/AndroidManifest.xml)

The FB login works fine in Unity Editor. But Show Invalid Key when running on Android Mobile

Guys as the Title Says the Issue. I have checked out everything.. Even Regenerated the Key. But Everything is fine while using the FB Login system in Unity Editor. But when i compile and Use the Apk in android mobile. the login never works. it shows invalid. please this stuff blocking me from my game launch. A Fast reply with complete details would be highly helpfull

Can't build the SDK using the .sh files?

Hello, as the topic says, how am I to use the .sh files to build the project?

I tried executing the files in a Git Shell, by doing: sh ./scripts/setup.sh and it will execute but i will receive the following output/errors (sorry for bad formatting, see below).

It complains about local.properties not existing, also that it can't find ./gradlew. I'm not well-versed in this stuff, any help is appreciated. (I've installed gradle-3.1 and put it in the path variable. gradle -v works)

D:\GitHub\facebook-sdk-for-unity [tmp-test-bashscripts]> sh .\scripts\setup.sh
/d/GitHub/facebook-sdk-for-unity/scripts/local.properties: line 1: sdk.dir=D:\Android\android-sdk\sdk: No such file or directory
sed: can't read /FacebookSdkVersion.cs: No such file or directory
.\scripts\setup.sh: line 25: buildAndCopyCore: command not found
.\scripts\setup.sh: line 26: buildAndCopyPlatformDLLs: command not found
/d/GitHub/facebook-sdk-for-unity/scripts/local.properties: line 1: sdk.dir=D:\Android\android-sdk\sdk: No such file or directory
sed: can't read /FacebookSdkVersion.cs: No such file or directory
% Total % Received % Xferd Average Speed Time Time Time Current
Dload Upload Total Spent Left Speed
100 75.1M 100 75.1M 0 0 359k 0 0:03:33 0:03:33 --:--:-- 372k
/d/GitHub/facebook-sdk-for-unity/scripts/local.properties: line 1: sdk.dir=D:\Android\android-sdk\sdk: No such file or directory
sed: can't read /FacebookSdkVersion.cs: No such file or directory
\033[0;36mStarting build \033[0m
\033[0;36mStep 1 - Cleaning wrapper libs folder \033[0m
/d/GitHub/facebook-sdk-for-unity/facebook-android-wrapper/libs /d/GitHub/facebook-sdk-for-unity
find: warning: you have specified the -maxdepth option after a non-option argument !, but options are not positional (-maxdepth affects tests specified before it as well as those specified after it). Please specify options before other arguments.

/d/GitHub/facebook-sdk-for-unity
\033[0;36mStep 2 - Get depenancies for android wrapper \033[0m
\033[0;36mStep 2.1.0 - Download bolts-android-1.4.0.jar \033[0m
\033[0;36mbolts-android-1.4.0.jar already exists. Skipping download. \033[0m
\033[0;36mStep 2.1.1 - Download bolts-tasks-1.4.0.jar \033[0m
% Total % Received % Xferd Average Speed Time Time Time Current
Dload Upload Total Spent Left Speed
100 178 100 178 0 0 546 0 --:--:-- --:--:-- --:--:-- 642
100 190 100 190 0 0 212 0 --:--:-- --:--:-- --:--:-- 690
100 38092 100 38092 0 0 28892 0 0:00:01 0:00:01 --:--:-- 28892
\033[0;36mStep 2.1.2 - Download bolts-applinks-1.4.0.jar \033[0m
% Total % Received % Xferd Average Speed Time Time Time Current
Dload Upload Total Spent Left Speed
100 178 100 178 0 0 650 0 --:--:-- --:--:-- --:--:-- 661
100 196 100 196 0 0 233 0 --:--:-- --:--:-- --:--:-- 233
100 25020 100 25020 0 0 20337 0 0:00:01 0:00:01 --:--:-- 228k
\033[0;36mStep 2.2 - Download facebook-android-sdk-4.14.0.aar \033[0m
\033[0;36mfacebook-android-sdk-4.14.0.aar already exists. Skipping download \033[0m
\033[0;36mStep 2.3 - Coping support lib \033[0m
\033[0;36mStep 3 - Build android wrapper \033[0m
/d/GitHub/facebook-sdk-for-unity/facebook-android-wrapper /d/GitHub/facebook-sdk-for-unity
/d/GitHub/facebook-sdk-for-unity/scripts/setup_android_unity_plugin.sh: line 118: ./gradlew: No such file or directory

\033[0;31mFATAL: Failed to perform gradle clean \033[0m

\033[0;31mFATAL: Failed to build the android sdk plugin \033[0m

Issue on iOS caused by IOSInit

The current version of Facebook SDK for Unity (7.8.0) doesn't build the project with the Configuration->Script Backend : Mono2x, only works with IL2CPP.

Error message:
SystemException: Duplicate native method found : IOSInit. Please check your source carefully.

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