iOS, tvOS, and Android samples for the Firebase Unity SDK.
For more information, see firebase.google.com.
Please read and follow the steps in CONTRIBUTING.md.
See LICENSE.
Firebase Quickstart Samples for Unity
Home Page: https://firebase.google.com/games
License: Apache License 2.0
iOS, tvOS, and Android samples for the Firebase Unity SDK.
For more information, see firebase.google.com.
Please read and follow the steps in CONTRIBUTING.md.
See LICENSE.
I am using Firebase Messaging SDK in unity app. After the pop up comes to allow notifications the game is totally stuck and i select any of the options the game is completely stuck. Infact its happening for anytime the app goes in background. Here are the last logs which i can see.
-> applicationWillResignActive()
2016-12-30 15:37:27.326132 pokersquare[27637:1515918] FCM: Connected to FCM
2016-12-30 15:37:27.327797 pokersquare[27637:1515918] You are using download over http. Currently unity adds NSAllowsArbitraryLoads to Info.plist to simplify transition, but it will be removed soon. Please consider updating to https.
FCM: Connected to FCM
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
2016-12-30 15:37:28.684: <FIRInstanceID/WARNING> APNS Environment in profile: development
WARNING -> applicationDidReceiveMemoryWarning()
Please Help. I can see same issue here
http://stackoverflow.com/questions/41177624/firebase-unity-sdk-100-hang-on-ios-when-the-application-resumes
After updating to 1.1.0, Unity console keeps throwing the following errors:
StackOverflowException
UnityEditor.SearchUtility.CheckForKeyWords (System.String searchString, UnityEditor.SearchFilter filter, Int32 quote1, Int32 quote2) (at /Users/builduser/buildslave/unity/build/Editor/Mono/SearchUtility.cs:104)
UnityEditor.SearchUtility.ParseSearchString (System.String searchText, UnityEditor.SearchFilter filter) (at /Users/builduser/buildslave/unity/build/Editor/Mono/SearchUtility.cs:67)
UnityEditor.AssetDatabase.FindAssets (System.String filter, System.String[] searchInFolders) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetDatabaseSearching.cs:17)
UnityEditor.AssetDatabase.FindAssets (System.String filter) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetDatabaseSearching.cs:11)
Firebase.Editor.XcodeProjectPatcher.FindConfig (Boolean errorOnNoConfig)
Firebase.Editor.XcodeProjectPatcher.ReadConfigInternal (Boolean errorOnNoConfig)
Firebase.Editor.XcodeProjectPatcher.ReadConfig (Boolean errorOnNoConfig)
Rethrow as TypeInitializationException: An exception was thrown by the type initializer for Firebase.Editor.XcodeProjectPatcher
System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.CompilerServices/RuntimeHelpers.cs:101)
UnityEditor.EditorAssemblies.ProcessEditorInitializeOnLoad (System.Type type) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorAssemblies.cs:130)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:519)
System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:528)
System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/ConstructorInfo.cs:77)
System.Activator.CreateInstance (System.Type type, Boolean nonPublic) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:372)
System.Activator.CreateInstance (System.Type type) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:254)
UnityEditor.AssetPostprocessingInternal.GetAudioProcessorVersions () (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:325)
UnityEditor.AssetPostprocessingInternal:GetAudioProcessorVersions()
The project builds, but it slows down the Unity Editor a lot.
Step to reproduce:
Xcode console message:
2017-01-12 10:26:09.899093 myapp[2318:621207] [DYMTLInitPlatform] platform initialization successful
2017-01-12 10:26:10.256185 myapp[2318:621002] Firebase automatic screen reporting is enabled. Call +[FIRAnalytics setScreenName:setScreenClass:] to set the screen name or override the default screen class name. To disable automatic screen reporting, set the flag FirebaseAutomaticScreenReportingEnabled to NO in the Info.plist
2017-01-12 10:26:10.313326 myapp[2318:621002] -> registered mono modules 0x100a3f090
2017-01-12 10:26:11.018892 myapp[2318:621002] [Accessibility] ****************** Loading GAX Client Bundle ****************
2560-01-12 10:26:11.571: <FIRMessaging/INFO> FIRMessaging library version 1.2.0
-> applicationDidFinishLaunching()
2017-01-12 10:26:11.800370 myapp[2318:621002] Metal GPU Frame Capture Enabled
2017-01-12 10:26:11.800910 myapp[2318:621002] Metal API Validation Disabled
-> applicationDidBecomeActive()
GfxDevice: creating device client; threaded=1
Init: screen size 750x1334
Initializing Metal device caps: Apple A8 GPU
Initialize engine version: 5.5.0p3 (84ad46be53aa)
UnloadTime: 3.073375 ms
2017-01-12 10:26:15.863482 myapp[2318:621172] [Firebase/Core][I-COR000001] Configuring the default app.
2017-01-12 10:26:15.864 myapp[2318] [Firebase/Core][I-COR000001] Configuring the default app.
2017-01-12 10:26:15.948726 myapp[2318:621172] <FIRAnalytics/INFO> Firebase Analytics v.3600000 started
2017-01-12 10:26:15.949 myapp[2318:] <FIRAnalytics/INFO> Firebase Analytics v.3600000 started
2017-01-12 10:26:15.950075 myapp[2318:621172] <FIRAnalytics/INFO> To enable debug logging set the following application argument: -FIRAnalyticsDebugEnabled (see http://goo.gl/Y0Yjwu)
2017-01-12 10:26:15.950 myapp[2318:] <FIRAnalytics/INFO> To enable debug logging set the following application argument: -FIRAnalyticsDebugEnabled (see http://goo.gl/Y0Yjwu)
2560-01-12 10:26:15.979: <FIRInstanceID/WARNING> FIRInstanceID AppDelegate proxy enabled, will swizzle app delegate remote notification handlers. To disable add "FirebaseAppDelegateProxyEnabled" to your Info.plist and set it to NO
2560-01-12 10:26:15.987: <FIRInstanceID/WARNING> Failed to fetch APNS token Error Domain=com.firebase.iid Code=1001 "(null)"
2560-01-12 10:26:15.998: <FIRMessaging/WARNING> FIRMessaging AppDelegate proxy enabled, will swizzle app delegate remote notification receiver handlers. Add "FirebaseAppDelegateProxyEnabled" to your Info.plist and set it to NO
2017-01-12 10:26:16.005290 myapp[2318:621002] FCM: Subscribe to topic TestTopic
, normalized /topics/TestTopic
FCM: Subscribe to topic TestTopic
, normalized /topics/TestTopic
Firebase.Messaging.FirebaseMessaging:Subscribe(String)
UIHandler:InitializeFirebase()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
2560-01-12 10:26:16.009: <FIRMessaging/WARNING> Cannot subscribe to topic: /topics/TestTopic with token: (null)
Firebase Messaging Initialized
UIHandler:DebugLog(String)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
2017-01-12 10:26:16.105735 myapp[2318:621398] <FIRAnalytics/INFO> Successfully created Firebase Analytics App Delegate Proxy automatically. To disable the proxy, set the flag FirebaseAppDelegateProxyEnabled to NO in the Info.plist
2017-01-12 10:26:16.105 myapp[2318:] <FIRAnalytics/INFO> Successfully created Firebase Analytics App Delegate Proxy automatically. To disable the proxy, set the flag FirebaseAppDelegateProxyEnabled to NO in the Info.plist
2017-01-12 10:26:16.493633 myapp[2318:621398] [Firebase/Core][I-COR000019] Clearcut post completed.
2017-01-12 10:26:16.493 myapp[2318] [Firebase/Core][I-COR000019] Clearcut post completed.
-> applicationWillResignActive()
2017-01-12 10:26:17.245458 myapp[2318:621226] <FIRAnalytics/WARNING> The AdSupport Framework is not currently linked. Some features will not function properly. Learn more at http://goo.gl/9vSsPb
2017-01-12 10:26:17.245 myapp[2318:] <FIRAnalytics/WARNING> The AdSupport Framework is not currently linked. Some features will not function properly. Learn more at http://goo.gl/9vSsPb
2017-01-12 10:26:17.413960 myapp[2318:621226] <FIRAnalytics/INFO> Firebase Analytics enabled
2017-01-12 10:26:17.414 myapp[2318:] <FIRAnalytics/INFO> Firebase Analytics enabled
2560-01-12 10:26:18.539: <FIRInstanceID/WARNING> APNS Environment in profile: development
After allow notification:
2017-01-12 09:53:37.933 myapp[226:9309] FCM: Connected to FCM
FCM: Connected to FCM
PS. Unity version: 5.5.0p3
We didn't recall this issue on Unity 5.4.x, but recently we updated to Unity 5.5 and our app failed to build. After isolating the issue, we figured that our app starts to fail to build on iOS after adding Firebase to the project. It failed to find the framework that facebook included. We we guessing that Firebase replaces framework path instead of appending framework path to the iOS project. We are actually not sure whether this is a Unity bug or Firebase bug.
The links in the readme.md that go to the sdk (https://dev-partners.googlesource.com/unity-firebase/+archive/zip.tar.gz) are forbidden to be accessed.
Furthermore, the current package on the official unity SDK site does not have the FirebaseApp.unitypackage in it. The source for these files is (https://dl.google.com/firebase/sdk/unity/firebase_unity_sdk_1.0.0.zip), as listed on https://firebase.google.com/docs/unity/setup.
I'm following the steps outlined here:
1: Click Add Firebase to your Android app and follow the setup steps. If you're importing an existing Google project, this may happen automatically and you can just download the config file.
2: When prompted, enter your app's package name. It's important to enter the package name your app is using; this can only be set when you add an app to your Firebase project.
3: Download a google-services.json file when instructed. You can redownload this file again at any time.
4: Copy this file to anywhere inside your project's assets folder.
After 4, the next step prompts me to add lines into gradle files, but I can't find anywhere to download the gradle package for Unity. Am I missing something here?
I created a dynamic link on the firebase console with Link name and Link URL set. With the dynamic link generated, I created webpage with this link and click on the link. After it launches the app, the app crashes (Running the test app to send invites to email and click the link in the email works fine).
Here is the entire logcat output:
D/FirebaseApp: com.google.firebase.auth.FirebaseAuth is not linked. Skipping initialization.
D/FirebaseApp: com.google.firebase.iid.FirebaseInstanceId is not linked. Skipping initialization.
D/FirebaseApp: com.google.firebase.crash.FirebaseCrash is not linked. Skipping initialization.
D/FirebaseApp: com.google.android.gms.measurement.AppMeasurement is not linked. Skipping initialization.
I/FirebaseInitProvider: FirebaseApp initialization successful
V/Monotype: SetAppTypeFace- try to flip, app = com.google.firebase.unity.invites.testapp
V/Monotype: Typeface getFontPathFlipFont - systemFont = default#default
V/Monotype: SetAppTypeFace- try to flip, app = com.google.firebase.unity.invites.testapp
V/Monotype: Typeface getFontPathFlipFont - systemFont = default#default
I/Unity: splash_mode = 0 (integer)
I/Unity: useObb = False (bool)
I/Unity: onResume
D/Unity: [EGL] Attaching window :0xee951208
D/Unity: [EGL] Attaching window :0xee951208
I/Unity: windowFocusChanged: true
D/Unity: SystemInfo CPU = Intel x86 SSE3, Cores = 4, Memory = 3907mb
D/Unity: [SHA1] eedb14ec49d7f6b138ce3383e96afc53fd010c06 26157092 bytes ~ lib/armeabi-v7a/libunity.so
D/Unity: [SHA1] af4a5515324d20da8654a1e9248fd4218c0eefa1 25316 bytes ~ lib/armeabi-v7a/libmain.so
D/Unity: [SHA1] cf79e315d87e48141978629baa759ccadc0bb137 3762548 bytes ~ lib/armeabi-v7a/libmono.so
D/Unity: [SHA1] b2ac7c29110405829ce1563704cc29a74c6815c1 29887148 bytes ~ lib/x86/libunity.so
D/Unity: [SHA1] 6bc471c370e126c553ccad215df4ff2a63981624 8120 bytes ~ lib/x86/libmain.so
D/Unity: [SHA1] 899983818efd6b1863f4a0ee48347f8400837000 3628252 bytes ~ lib/x86/libmono.so
D/Unity: Mono path[0] = '/data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed'
D/Unity: Mono config path = 'assets/bin/Data/Managed'
D/Unity: PlayerConnection initialized from /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data (debug = 0)
D/Unity: PlayerConnection initialized network socket : 0.0.0.0 55318
D/Unity: PlayerConnection initialized unix socket : Unity-com.google.firebase.unity.invites.testapp
D/Unity: Multi-casting "[IP] 192.168.3.23 [Port] 55318 [Flags] 2 [Guid] 4176766349 [EditorId] 3770221696 [Version] 1048832 [Id] AndroidPlayer([email protected]) [Debug] 0" to [225.0.0.222:54997]...
D/Unity: InitializeScriptEngine OK (000d8ee0)
D/Unity: PlayerConnection already initialized - listening to [192.168.3.23:55318]
D/Unity: PlayerInitEngineNoGraphics OK
D/Unity: [EGL] Request: ES 3.1+AEP RGB0 000 0/0
D/Unity: [EGL] Checking ES 3.1 support...
D/Unity: [EGL] ES 3.1 support detected
D/Unity: [EGL] Found: ID[25] ES 3.1+AEP RGB16 565 0/0
D/Unity: [EGL] Request: ES 3.1+AEP RGB0 000 0/0
D/Unity: [EGL] Found: ID[25] ES 3.1+AEP RGB16 565 0/0
D/Unity: [EGL] Request: ES 3.0 RGBA32 8888 0/0
D/Unity: [EGL] Found: ID[15] ES 3.0 RGBA32 8888 0/0 AFBT
D/Unity: ANativeWindow: (1080/1920) RequestedResolution: (0/0) EGLSurface: (1080/1920)
D/Unity: Renderer: PowerVR Rogue G6430
D/Unity: Vendor: Imagination Technologies
D/Unity: Version: OpenGL ES 3.1 build 1.4@3283119
D/Unity: GLES: 3
D/Unity: GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_discard_framebuffer GL_EXT_draw_buffers GL_EXT_multi_draw_arrays GL_EXT_multisampled_render_to_texture GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_sRGB_decode GL_IMG_multisampled_render_to_texture GL_IMG_program_binary GL_IMG_read_format GL_IMG_shader_binary GL_IMG_texture_compression_pvrtc GL_IMG_texture_compression_pvrtc2 GL_IMG_texture_format_BGRA8888 GL_IMG_texture_npot GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_debug GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth24 GL_OES_depth_texture GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_element_index_uint GL_OES_fragment_precision_high GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_required_internalformat GL
D/Unity: _OES_rgb8_rgba8 GL_OES_shader_image_atomic GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_npot GL_OES_texture_stencil8 GL_OES_texture_storage_multisample_2d_array GL_OES_vertex_array_object GL_OES_vertex_half_float
W/ContextImpl: Failed to ensure directory: /storage/MicroSD/Android/data/com.google.firebase.unity.invites.testapp/cache
D/Unity: OPENGL LOG: Creating OpenGL ES 3.1 graphics device ; Context level <OpenGL ES 3.1 AEP> ; Context handle -566240672
D/Unity: InitializeGfxDevice OK
D/Unity: Initialize engine version: 5.4.2f2 (b7e030c65c9b)
D/Unity: AudioManager: Selecting AudioTrack output...
W/libc: pthread_create sched_setscheduler call failed: Operation not permitted
D/Unity: Begin MonoManager ReloadAssembly
D/Unity: Platform assembly: /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/UnityEngine.dll (this message is harmless)
D/Unity: Loading /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/UnityEngine.dll into Unity Child Domain
D/Unity: Platform assembly: /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/Assembly-CSharp.dll (this message is harmless)
D/Unity: Loading /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/Assembly-CSharp.dll into Unity Child Domain
D/Unity: Platform assembly: /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/UnityEngine.UI.dll (this message is harmless)
D/Unity: Loading /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/UnityEngine.UI.dll into Unity Child Domain
D/Unity: Platform assembly: /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/UnityEngine.Networking.dll (this message is harmless)
D/Unity: Loading /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/UnityEngine.Networking.dll into Unity Child Domain
D/Unity: Platform assembly: /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/Firebase.App.dll (this message is harmless)
D/Unity: Loading /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/Firebase.App.dll into Unity Child Domain
D/Unity: Platform assembly: /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/Firebase.Invites.dll (this message is harmless)
D/Unity: Loading /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/Firebase.Invites.dll into Unity Child Domain
D/Unity: Platform assembly: /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/Unity.Compat.dll (this message is harmless)
D/Unity: Loading /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/Unity.Compat.dll into Unity Child Domain
D/Unity: Platform assembly: /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/Unity.Tasks.dll (this message is harmless)
D/Unity: Loading /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/Unity.Tasks.dll into Unity Child Domain
D/Unity: - Completed reload, in 0.090 seconds
D/Unity: Platform assembly: /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/System.Core.dll (this message is harmless)
D/Unity: Platform assembly: /data/app/com.google.firebase.unity.invites.testapp-2/base.apk/assets/bin/Data/Managed/System.dll (this message is harmless)
D/Unity: PlayerInitEngineGraphics OK
D/Unity: Found 25 native sensors
D/Unity: Sensor : Accelerometer ( 1) ; 0.009577 / 0.01s ; PSH Accelerometer / Intel Inc.
D/Unity: Sensor : Accelerometer ( 1) ; 0.009577 / 0.01s ; PSH Accelerometer / Intel Inc.
D/Unity: Requested framebuffer: resolution[1080x1920], rgba[8/8/8/8], depth+stencil[on], samples[1]
D/Unity: Created framebuffer: resolution[1080x1920], rgba[8/8/8/8], depth+stencil[24/8], samples[0]
D/Unity: UnloadTime: 2.162000 ms
D/Unity: Sensor : Accelerometer ( 1) ; 0.009577 / 0.01s ; PSH Accelerometer / Intel Inc.
D/Unity: Choreographer available: Enabling VSYNC timing
I/firebase: firebase::App initializing app com.google.firebase.unity.invites.testapp (default 1).
D/Unity: firebase::App initializing app com.google.firebase.unity.invites.testapp (default 1).: 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:42 (17408, 0, 0)
I/Unity: firebase::App initializing app com.google.firebase.unity.invites.testapp (default 1).
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Firebase.FirebaseHandler:LogMessage(LogLevel, String)
Firebase.AppUtilPINVOKE:FirebaseApp_CreateInternal__SWIG_0()
Firebase.FirebaseApp:CreateInternal()
Firebase.FirebaseApp:<Create>m__1()
Firebase.FirebaseApp:CreateAndTrack(CreateDelegate)
Firebase.FirebaseApp:Create()
Firebase.FirebaseApp:get_DefaultInstance()
Firebase.FirebaseApp:CheckDependencies()
UIHandler:Start() (at E:\airgc3\unity\quickstart-unity\invites\testapp\Assets\TestApp\UIHandler.cs:37)
(Filename: E Line: 0)
D/Unity: Setting up firebase...: 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:42 (17408, 0, 0)
I/Unity: Setting up firebase...
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object) (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineMonoBehaviourBindings.gen.cs:107)
UIHandler:DebugLog(String) (at E:\airgc3\unity\quickstart-unity\invites\testapp\Assets\TestApp\UIHandler.cs:137)
UIHandler:InitializeFirebase() (at E:\airgc3\unity\quickstart-unity\invites\testapp\Assets\TestApp\UIHandler.cs:57)
UIHandler:Start() (at E:\airgc3\unity\quickstart-unity\invites\testapp\Assets\TestApp\UIHandler.cs:51)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineMonoBehaviourBindings.gen.cs Line: 107)
D/Unity: Invites initialized: 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:42 (17408, 0, 0)
I/Unity: Invites initialized
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object) (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineMonoBehaviourBindings.gen.cs:107)
UIHandler:DebugLog(String) (at E:\airgc3\unity\quickstart-unity\invites\testapp\Assets\TestApp\UIHandler.cs:137)
UIHandler:InitializeFirebase() (at E:\airgc3\unity\quickstart-unity\invites\testapp\Assets\TestApp\UIHandler.cs:61)
UIHandler:Start() (at E:\airgc3\unity\quickstart-unity\invites\testapp\Assets\TestApp\UIHandler.cs:51)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineMonoBehaviourBindings.gen.cs Line: 107)
D/firebase_log: Creating Log instance.
D/firebase: (firebase_log) class com.google.firebase.app.internal.cpp.Log
D/Unity: (firebase_log) class com.google.firebase.app.internal.cpp.Log: 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:42 (17408, 0, 0)
I/Unity: (firebase_log) class com.google.firebase.app.internal.cpp.Log
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Firebase.FirebaseHandler:LogMessage(LogLevel, String)
(Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
D/firebase: (InvitesClass) getInvitation:onResult:Status{statusCode=SUCCESS, resolution=null}
D/Unity: (InvitesClass) getInvitation:onResult:Status{statusCode=SUCCESS, resolution=null}: 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:42 (17408, 0, 0)
I/Unity: (InvitesClass) getInvitation:onResult:Status{statusCode=SUCCESS, resolution=null}
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Firebase.FirebaseHandler:LogMessage(LogLevel, String)
(Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
--------- beginning of crash
A/libc: Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 19749 (invites.testapp)
Hi why I get always empty message from server?
public void OnMessageReceived(object sender, Firebase.Messaging.MessageReceivedEventArgs e) {
DebugLog("Received a new message"); <--- this work
var notification = e.Message.Notification;
if (notification != null) {
DebugLog("title: " + notification.Title); <--- this doesn't work
DebugLog("body: " + notification.Body);
}
if (e.Message.From.Length > 0)
DebugLog("from: " + e.Message.From); <--- this doesn't work
if (e.Message.Data.Count > 0) {
DebugLog("data:"); <--- this doesn't work
foreach (System.Collections.Generic.KeyValuePair<string, string> iter in
e.Message.Data) {
DebugLog(" " + iter.Key + ": " + iter.Value);
}
}
}
Unity 5.4.4f1
SO-02E Android 4.4.2
I have built quickstart project and can receive Notification correctly.
But Data Messages sent from PHP can't receive.
<?php
$api_key = "MY_KEY";
$base_url = "https://fcm.googleapis.com/fcm/send";
//Data Message : It can't receive
$data = array(
"to" => "DEVICE_ID",
"priority" => "high",
"data" => array(
"message" => "Message"
)
);
/*
//notification : It can receive
$data = array(
"to" => "DEVICE_ID",
"priority" => "high",
"notification" => array(
"title" => "title",
"body" => "body"
)
);
*/
$header = array(
"Content-Type:application/json",
"Authorization:key=".$api_key
);
$context = stream_context_create(array(
"http" => array(
'method' => 'POST',
'header' => implode("\r\n",$header),
'content'=> json_encode($data)
)
));
echo file_get_contents($base_url,false,$context);
Same message is returned for both Data Message and Notification in echo.
(Even Data Message returns "success":1 )
{"multicast_id":~~~,"success":1,"failure":0,"canonical_ids":0,"results":[{"message_id":"~~~"}]}
But on device,
Notification : Messages appear in the notification list.
Data Message : Messages are not displayed anywhere.
By the way, when sending by inputting detailed options from Firebase Console,
messages appear in the notification list.
I think there is a problem with the data setting method, but I do not know where it is.
Could you just tell us what you think is the cause?
The specifications are as follows
https://firebase.google.com/docs/unity/setup
Xcode 7.0 or later.
https://github.com/firebase/quickstart-unity/tree/master/messaging/testapp
Xcode 7.3 or higher (when developing for iOS).
However, it also has the following description.
https://github.com/firebase/quickstart-unity/tree/master/messaging/testapp
In the window that appears, scroll to UserNotifications.framework and click on that entry, then click on Add. This framework will only appear in Xcode version 8 and higher, required by this library.
Actually, when I use Xcode7 or Xcode8 without UserNotifications.framework, the following error will appear.
Undefined symbols for architecture arm64:
"_OBJC_CLASS_$_UNUserNotificationCenter", referenced from:
objc-class-ref in libMessaging.a
Is there no way to use firebase_unity_sdk_1.1.1 in Xcode 7.x?
I am using Firebase for my game and we also integrated Facebook. However, after I connect to facebook on iOS, it stays on the webview and does not return back to the game. I got a hint from (http://stackoverflow.com/questions/35100809/unity-facebook-sdk-ios-9-2-not-returning-to-app) and finally figured that it is Firebase plugin that failed to handle openURL. After removing Firebase from the project, facebook login works fine.
When I start the authentication app in Android, I receive the error below:
"One or more Firebase dependencies are not present.
Current dependency status: UnavailableOther"
Can someone help?
Thanks and regards.
Trying build test messaging app I get errors
Undefined symbols for architecture arm64:
"OBJC_CLASS$_UNUserNotificationCenter", referenced from:
objc-class-ref in libMessaging.a(messaging_0d72481c6b9f9d4c5456dcb81aa103f1.o)
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Hello,
I am getting this error when I tried to download a file from firebase storage.
Firebase.Storage.StorageException: An unknown error occurred, please check the HTTP result code and inner exception for server response. ---> System.IO.IOException: Could not open resulting stream.
at Firebase.Storage.StreamDownloadTask.CreateDownloadStream () [0x00000] in <filename unknown>:0
at Firebase.Storage.StreamDownloadTask+Callable160.Call () [0x00000] in <filename unknown>:0
at Firebase.Storage.StreamDownloadTask+StreamProgressWrapper.CheckStream () [0x00000] in <filename unknown>:0
The file was downloaded fine when it was under the root reference.
But this error happened when I put it under a sub folder.
I have also added the read/ write rule like this:
match /path {
allow read, write;
}
I am able to reproduce this error using the sample app. Can you help with this? Thanks.
I'm sure this is a case of "Todd forgetting some simple step" here, but I'm having issues running the sample apps on an actual iOS device -- the apps fail on the linker step.
I'll use the remote-config
one as an example. I've imported the RemoteConfig.unitypackage and added the appropriate info.plist file to the sample app. I've selected iOS as the platform; built and run.
The generated Xcode project opens okay, but during the linking process fails with:
Undefined symbols for architecture arm64:
"OBJC_CLASS$_FIROptions", referenced from:
objc-class-ref in libApp.a(app_ios_c76c7d869e568a9b561ea55e25a7dcc0.o)
"OBJC_CLASS$_FIRRemoteConfigSettings", referenced from:
objc-class-ref in libRemoteConfig.a(remote_config_ios_53531e292e202c8e07f4ebe5b73bbec1.o)
"OBJC_CLASS$_FIRRemoteConfig", referenced from:
objc-class-ref in libRemoteConfig.a(remote_config_ios_53531e292e202c8e07f4ebe5b73bbec1.o)
"OBJC_CLASS$_FIRApp", referenced from:
objc-class-ref in libApp.a(app_ios_c76c7d869e568a9b561ea55e25a7dcc0.o)
"_FIRRemoteConfigThrottledEndTimeInSecondsKey", referenced from:
____ZN8firebase13remote_config5FetchEy_block_invoke in libRemoteConfig.a(remote_config_ios_53531e292e202c8e07f4ebe5b73bbec1.o)
I can see both libApp.a
and libRemoteConfig.a
in my Build Phases > Link Binary with Libraries step. And it appears as though the pod install has run, although I don't see a generated workspace -- I'm assuming that's intentional due to integrate_targets being false.
So I'm guessing this is probably a case of something simple not being added or some flag not being set. Any ideas?
Hi, can you add more information about push notification ?
I send notification to Messaging test app, build it.
I do all like in instruction.
But don’t receive push notification.
How debug or understand error?
auth.SignInAnonymouslyAsync().ContinueWith(HandleSigninResult);
after the first anonymous sign in new user is created in Firebase console.
when trying to signin again HandleSigninResult
is not being called.
only after signout `HandleSigninResult is called but creating new user in console.
Do you have plan to create an Unity project that includes all of plugins?
The database only works when I sign out, so the changes I make are released as soon as the signout occurs.
public void AddInfo(string value) {
db.GetReference("test1").Child(userId).SetValueAsync(value);
}
the child appear in the database only when I'm signout.
I also noticed that when I send something to the database without authenticating, when I try to authenticate after this, some error occurs
public void OnlineList() {
db.GetReference("WhoIsOnline").Child(fbAuth.userId).SetValueAsync("");
db.GetReference("WhoIsOnline").Child(fbAuth.userId).OnDisconnect().RemoveValue();
}
When I use this in the Start(), and then I try to auth the app crash, but seems that the auth works because when I restart the app the auth isnt null
Hi,
I create a shortlink by calling this API
https://firebasedynamiclinks.googleapis.com/v1/shortLinks?key=key
and posting to it the longDynamicLink.
I am able to receive the the deep link back when I open the through the short link. But i need to convert the short link back to long dynamic link so that i can access the link parameter in my long dynamic link.
Can somebody help in converting shortlink back to long dynamic link
I am using Unity3d
Use the Unity plugins of Messaging on Android.Can't receive push notification on the mobile notifiction list when exit the unity app.
There seems to be no way to auth without building to a target phone. Attempting to do so simply throws a systemaggregateexception.
I want to get the timestamp of realtime database of Firebase in Unity, is this possible?
And to create a child with a timestamp in realtime database? how do I do?
Thankz
I am trying to make firebase work in unity editor but have no success so far. My rules setup to test database is like this
{
"rules": {
".read": false,
".write": false,
"unity-tests": {
//This area is just for testing things
".read": "auth != null",
".write": "auth != null"
}
}
I created service account, placed p12 file and also did initialisation as given in doc. I am facing 2 problems.
Logs screenshot attached. How can i make it work and i am wondering what i am doing wrong ?
P.S: Its working fine on iOS device & android too. Its the editor which i am trying to work with for faster development.
Firebase Cloud Messaging - игра выключается при повторном запуске с ярлыка, после сворачивания игры.
У всех остальных та же ошибка?
Hi everyone,
I am using Firebase on 7-10 days and it is life saver but i have a little problem.
I can GET and SAVE data. It's working. But when i login...
Firebase database rules,
{ "rules": { ".read": true, ".write": true } }
( I know i know it's looks terrible but i am testing on firebase. )
I was used Facebook Login and Email login. I am login succesfully and i am getting display name ...etc.
But when i use childAdded or GetValueAsync methods it's not working. I want get /questions/Mat/
IMPORTANT: I am login successfull and now pressing button "Get Data" and waiting. 10 seconds after i am pressing "Signout Button" = Signout Successfull and coming data... Working childAdded. It's very interesting, isn't ?
Thanks for all and sorry for my English :)
I'm migrating GCM to FCM.
This SDK is very good to use!
But I have two problem.
One problem is app freezing in IOS.
When app returns from background, the app is always frozen.
I tested quickstart-unity sample and sdk 1.1.0.
Another problem is I could not find unregist function in FCM.
I want to use the function when I don't receive notification from all topics any more.
I know "FirebaseInstanceId.getInstance().deleteInstanceId();" function in Android.
Is there unregist function for Unity?
I single use FirebaseAuth(use facebook token) or FirebaseDatabase(realtime database) it work perfectly (Android).
But I use both of them, my app freeze after login. Folow:
I have a project that uses Facebook SDK and I override the default starting activity with Facebook's FBUnityDeepLinkingActivity
. On the other hand, Firebase Messaging requires MessagingUnityPlayerActivity
as a workaround to a bug when a message is sent containing both a Data and Notification payload (as explained here).
I need FBUnityDeepLinkingActivity
to monitor Facebook campaign installs so I was wondering how should one go about integrating functionality of both of these activities?
In order to extend UnityAppController of iOS App, we write as follows.
#import "UnityAppController.h"
@interface MyAppController : UnityAppController
@end
@implementation MyAppController
@end
IMPL_APP_CONTROLLER_SUBCLASS(MyAppController)
However, when I use Firebase SDK 1.1.0, the launched application will stop with a black screen.
Use SDK 1.0.0, the iOS App using "IMPL_APP_CONTROLLER_SUBCLASS" also works fine.
Is this problem known?
I integrated the firebase messaging sdk to my game for android project. After that I made a build but there is no app icon. There was a bug and it deleted my icon after build.
It appears as though the readme
files in various sample projects (quickstart-unity/database/readme.me
, etc.) are still pointing to the version of the SDK that's hosted at dev-partners.googlesource.com. I'm pretty sure they should just be using the version hosted at dl.google.com.
SDK use firebase_unity_sdk_1.0.0
Manual use https://firebase.google.com/docs/unity/setup
On
Setup for Android
Add the SDK to your app
5. Add the google-services.json file to the project.
Drag the google-services.json downloaded from the Firebase console into any folder in your project.
I have error:
Win32Exception: ApplicationName='python', CommandLine='"D:/testP/Firebase/analytics/testapp/Assets..\Assets\Firebase\Editor\generate_xml_from_google_services_json.py" -i "Assets/FireBaseConfig/google-services.json" -l', CurrentDirectory='D:\testP\Firebase\analytics\testapp'
System.Diagnostics.Process.Start_noshell (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process)
System.Diagnostics.Process.Start_common (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process)
System.Diagnostics.Process.Start ()
(wrapper remoting-invoke-with-check) System.Diagnostics.Process:Start ()
GooglePlayServices.CommandLine.Run (System.String toolPath, System.String arguments, System.String workingDirectory, System.Collections.Generic.Dictionary`2 envVars, GooglePlayServices.IOHandler ioHandler)
Firebase.Editor.GenerateXmlFromGoogleServicesJson.RunResourceGenerator (System.String arguments, Boolean showCommandLine)
Firebase.Editor.GenerateXmlFromGoogleServicesJson.ReadBundleIds (System.String googleServicesFile)
Firebase.Editor.GenerateXmlFromGoogleServicesJson.CheckBundleId (System.String newBundleId, System.String googleServicesFile)
Firebase.Editor.GenerateXmlFromGoogleServicesJson.UpdateJson ()
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorApplicationBindings.gen.cs:222)
I tried to run the Invite sample and received the following error when sending an invite:
System.AggregateException: Exception of type 'System.AggregateException' was thrown.
-----------------
Firebase.FirebaseException:
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object) (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineMonoBehaviourBindings.gen.cs:107)
UIHandler:DebugLog(String) (at E:\airgc3\unity\quickstart-unity\invites\testapp\Assets\TestApp\UIHandler.cs:136)
UIHandler:HandleSentInvite(Task`1) (at E:\airgc3\unity\quickstart-unity\invites\testapp\Assets\TestApp\UIHandler.cs:123)
System.Threading.Tasks.<ContinueWith>c__AnonStorey0:<>m__0(Task)
System.Threading.Tasks.<ContinueWith>c__AnonStorey2:<>m__0(Task)
System.Threading.Tasks.<ContinueWith>c__AnonStorey1:<>m__0()
System.Threading.Tasks.Task:<immediateExecutor>m__1(Action)
System.Threading.Tasks
Also, when I tried to create a dynamic link on the Firebase console manually and clicked the link to open the app, it crashes with the following error:
D/firebase: (InvitesClass) getInvitation:onResult:Status{statusCode=SUCCESS, resolution=null}
D/Unity: (InvitesClass) getInvitation:onResult:Status{statusCode=SUCCESS, resolution=null}: 0 at ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp:42 (17408, 0, 0)
I/Unity: (InvitesClass) getInvitation:onResult:Status{statusCode=SUCCESS, resolution=null}
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Firebase.FirebaseHandler:LogMessage(LogLevel, String)
(Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
--------- beginning of crash
A/libc: Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 9716 (irg.test)
Dears,
I've met issue with re-connection to database. Time by time re-connection is unsuccessful with this error message: "Firebase.Database.Internal.TubeSock.WebSocketException: IO Exception ---> System.IO.IOException: IO exception during Write. ---> System.ObjectDisposedException: The object was used after being disposed."
Please check the log for more detalies:
I/Unity ( 1137): WebSocket:ws_1 - had an error
I/Unity ( 1137): Firebase.Database.Internal.TubeSock.WebSocketException: IO Error ---> System.IO.IOException: EndRead failure ---> System.Net.Sockets.SocketException: Connection timed out
I/Unity ( 1137): at System.Net.Sockets.Socket+SocketAsyncResult.CheckIfThrowDelayedException () [0x00000] in :0
I/Unity ( 1137): at System.Net.Sockets.Socket.EndReceive (IAsyncResult asyncResult, System.Net.Sockets.SocketError& errorCode) [0x00000] in :0
I/Unity ( 1137): at System.Net.Sockets.Socket.EndReceive (IAsyncResult result) [0x00000] in :0
I/Unity ( 1137): at System.Net.Sockets.NetworkStream.EndRead (IAsyncResult ar) [0x00000] in :0
I/Unity ( 1137): --- End of inner exception stack trace ---
I/Unity ( 1137): (Filename: ./artifacts/generated/common/runtim
I/Unity ( 1137): WebSocket:ws_1 - |IO Error|
I/Unity ( 1137): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
I/Unity ( 1137): WebSocket:ws_1 - closing itself
I/Unity ( 1137): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
I/Unity ( 1137): Connection:conn_1 - Realtime connection lost
I/Unity ( 1137): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
I/Unity ( 1137): Connection:conn_1 - closing realtime connection
I/Unity ( 1137): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
I/Unity ( 1137): PersistentConnection:pc_0 - Got on disconnect due to Other
I/Unity ( 1137): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
I/Unity ( 1137): PersistentConnection:pc_0 - Scheduling connection attempt
I/Unity ( 1137): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
I/Unity ( 1137): ConnectionRetryHelper:Scheduling retry in %dms
I/Unity ( 1137): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
I/Unity ( 1137): EventRaiser:Raising 1 event(s)
I/Unity ( 1137): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
I/Unity ( 1137): WebSocket:ws_1 - closed
I/Unity ( 1137): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
I/Unity ( 1137): WebSocket:ws_1 - had an error
I/Unity ( 1137): Firebase.Database.Internal.TubeSock.WebSocketException: IO Exception ---> System.IO.IOException: IO exception during Write. ---> System.ObjectDisposedException: The object was used after being disposed.
I/Unity ( 1137): at System.Net.Sockets.NetworkStream.CheckDisposed () [0x00000] in :0
I/Unity ( 1137): at System.Net.Sockets.NetworkStream.BeginWrite (System.Byte[] buffer, Int32 offset, Int32 size, System.AsyncCallback callback, System.Object state) [0x00000] in :0
I/Unity ( 1137): at Mono.Security.Protocol.Tls.SslStreamBase.InternalBeginWrite (Mono.Security.Protocol.Tls.InternalAsyncResult asyncResult) [0x00000] in :0
I/Unity ( 1137): --- End of inner exception stack trace ---
I/Unity ( 1137): at Mono.Security.Protocol.Tls.SslStreamBase.InternalBeginWrite (Mono.Security.Protocol.Tls.InternalAsyncResult asyncResult) [0x00000] in :0
I/Unity ( 1137): at Mono.Security.Protocol.Tls.SslStreamBase.BeginWrite (System.Byte[] buffer, Int32 offset, Int32 count, System.AsyncCallback callback, System.Obj
I/Unity ( 1137): WebSocket:ws_1 - |IO Exception
I/Unity ( 1137): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
I/Unity ( 1137): EventRaiser:Raising /.info/connected: Value: False
Thank you!
А как изменить иконку? После импорта firebase message, у меня вместо иконки с Unity3D поменялось на стандартную иконку Андроид, где это можно исправить?
I have made build for android , PC for my game . The Firebase database is working working good on unity editor but in PC or android build following below exception is getting.
DllNotFoundException: App
at (wrapper managed-to-native) Firebase.AppUtilPINVOKE/SWIGExceptionHelper:SWIGRegisterExceptionCallbacks_AppUtil (Firebase.AppUtilPINVOKE/SWIGExceptionHelper/ExceptionDelegate,Firebase.AppUtilPINVOKE/SWIGExceptionHelper/ExceptionDelegate,Firebase.AppUtilPINVOKE/SWIGExceptionHelper/ExceptionDelegate,Firebase.AppUtilPINVOKE/SWIGExceptionHelper/ExceptionDelegate,Firebase.AppUtilPINVOKE/SWIGExceptionHelper/ExceptionDelegate,Firebase
when i use "android firebase sdk", i can change topic from the UI button..
void buttonLangKor()
{
FirebaseMessaging.getInstance().unsubscribeFromTopic("LangKor");
FirebaseMessaging.getInstance().unsubscribeFromTopic("LangEng");
FirebaseMessaging.getInstance().subscribeToTopic("LangKor");
}
void buttonLangEng()
{
FirebaseMessaging.getInstance().unsubscribeFromTopic("LangKor");
FirebaseMessaging.getInstance().unsubscribeFromTopic("LangEng");
FirebaseMessaging.getInstance().subscribeToTopic("LangEng");
}
But, when i use "unity firebase sdk", i can't change topic from the UI button..
Instead, i can change topic when the app start time..
void Start()
{
....
InitializeFirebase()
...
}
void InitializeFirebase()
{
Firebase.Messaging.FirebaseMessaging.Unsubscribe("LangKor");
Firebase.Messaging.FirebaseMessaging.Unsubscribe("LangEng");
Firebase.Messaging.FirebaseMessaging.Subscribe("LangKor");
....
}
I want to change the topic every time i press the button in the app.
i would appreciate your advice. please help me~~
The iOS project's code signing team profile setting is overwritten every time I build the iOS project with Unity. It wasn't overwritten before I add the firebase plugin.
"System.AggregateException: Exception of type 'System.AggregateException' was thrown." I am getting this error whenever I try to sign in Firebase from unity editor. I did all the necessary things.
Hi,
In your papers, you said just put the GoogleService-Info.plist file at proper location and call for desired functions to initalize the Firebase connection and play with it.
When i tried
Firebase.Messaging.FirebaseMessaging.TokenReceived += OnTokenReceived;
Firebase.Messaging.FirebaseMessaging.MessageReceived += OnMessageReceived;
it says,
The project's Bundle ID is inconsistent with either the Bundle ID in 'GoogleService-Info.plist', or the Bundle ID in the options if you are using a customized options. To ensure that everything can be configured correctly, you may need to make the Bundle IDs consistent. To continue with this plist file, you may change your app's bundle identifier to '__FIRAPP_DEFAULT'. Or you can download a new configuration file that matches your bundle identifier from https://console.firebase.google.com/ and replace the current one.
I debugged the logs and saw that your initalizing process is not waiting for Firebase to fully init. ( reading google-plist file, connecting to FCM etc.. )
When i wait for 10 seconds and trigger Firebase.Messaging.FirebaseMessaging.TokenReceived, i can get the token.
Please give us a proper create/build/init function with proper result delegate.
Hi,
I have used Firebase for my game.
When i press home button, and open again game, my game crash,
and i also log error:
E/AndroidRuntime: FATAL EXCEPTION: IntentService[FIREBASE_MSG_FWDR]
java.lang.Error: FATAL EXCEPTION [IntentService[FIREBASE_MSG_FWDR]]
Unity version : 5.4.3f1
Device model : samsung Galaxy Nexus
Caused by: java.lang.NullPointerException
at com.google.firebase.messaging.RemoteMessage.getFrom(Unknown Source)
at com.google.firebase.messaging.cpp.ListenerService.onMessageReceived(ListenerService.java:59)
at com.google.firebase.messaging.MessageForwardingService.onHandleIntent(MessageForwardingService.java:34)
at android.app.IntentService$ServiceHandler.handleMessage(IntentService.java:65)
at android.os.Handler.dispatchMessage(Handler.java:99)
at android.os.Looper.loop(Looper.java:137)
at android.os.HandlerThread.run(HandlerThread.java:60)
I was using facebook sdk for unity and everything was working fine but when imported Invites SDK the facebook login stopped to work. Feels like issue with Google SignIn required in Invites SDK.
Check here https://code.google.com/p/google-plus-platform/issues/detail?id=900
When i am removing Invites SDK, Facebook Login starts to work again.
You should make Google SignIn optional, in case if people dont want to share the Dynamic Link with Default Invite Share which requires Google SignIn.
With version 1.1.1, after adding the messaging lib, I have to add UserNotification.framework manually to the iOS project, and our app does not load. It gives a black screen. In the debug console, it doesn't give any error message.
Device: iPhone 6+
OS: 9.3.2
It works fine on iPhone 6 with OS 9.3.5 and all other iPhones that we have running OS 10+.
How can I access Firebase Storage in Unity??
Unity 5.4.4f1
SO-02E Android 4.4.2
Execution procedure
The logs of the crash are as follows.
01-10 17:19:23.664: E/Unity(17292): local_class
01-10 17:19:23.664: E/Unity(17292):
01-10 17:19:23.664: E/Unity(17292): (Filename: ./artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
01-10 17:19:23.664: E/firebase(17292): Class com/google/firebase/FirebaseApp not found
01-10 17:19:23.674: E/firebase(17292): global_class
01-10 17:19:23.674: A/libc(17292): Fatal signal 11 (SIGSEGV) at 0x0000002c (code=1), thread 17314 (UnityMain)
Is there any missing step to do?
I would like you to help me.
If i download the quickstart-unity project and build it, everything works fine both on iOS and Android. However, when I try to use the Firebase Messaging plugin on my Unity project, my iOS devices don't receive any notifications.
To be more specific, I don't receive any iOS alert notification while my app is in background, but as soon as I manually open my app, I can see Xcode logging the received notification messages on the console.
The are no errors during compiling or exporting in Unity, and no errors during compile and run time in Xcode.
Currently working with:
FirebaseMessaging.unitypackage - 1.1.1
Unity - 5.5.0p3
Xcode - 8.2.1
I work with a lot of plugins, but I can't selectively remove any of them, because I'm working on an old codebase, with no contacts with the original programmer. I think that a plugin maybe interfering with the whole notification process.
How could I identify which plugin (or Unity Editor setting) is interfering with my Xcode build?
Preamble:
We have big projects with 150.000+ references. So we use Gradle export https://dl.dropboxusercontent.com/u/1210840/ShareX/2017/01/chrome_2017-01-24_19-52-42.png
And then in gradle conf we enable multidex
dependencies {
compile fileTree(dir: 'libs', include: ['*.jar'])
compile 'com.android.support:multidex:1.0.1' }
android {
compileSdkVersion 25
buildToolsVersion '24.0.3'
dexOptions {
javaMaxHeapSize "4g"
}
defaultConfig {
targetSdkVersion 25
multiDexEnabled true
}
Problem:
We tried to integrate Firebase into the empty Unity Project. If we use default build system, all works fine.
But if we export and open in Android Studio we have many errors:
Error:(20, 33) No resource found that matches the given name (at 'label' with value '@string/app_name').
Error:Execution failed for task ':firebase-messaging-unity-1.1.1:processDebugResources'.
> com.android.ide.common.process.ProcessException: org.gradle.process.internal.ExecException: Process 'command 'C:\asdk\build-tools\25.0.0\aapt.exe'' finished with non-zero exit value 1
Its very strange error because https://dl.dropboxusercontent.com/u/1210840/ShareX/2017/01/studio64_2017-01-24_20-05-29.png
To fix this we need copy strings.xml to firebase-messaging-unity-1.1.1
https://dl.dropboxusercontent.com/u/1210840/ShareX/2017/01/studio64_2017-01-24_20-08-14.png
When we have:
Error:Execution failed for task ':processDebugManifest'.
> Manifest merger failed : uses-sdk:minSdkVersion 14 cannot be smaller than version 15 declared in library [FirebaseTest:firebase-common-10.0.1:unspecified] C:\Repos\FirebaseTest\2\FirebaseTest\build\intermediates\exploded-aar\FirebaseTest\firebase-common-10.0.1\unspecified\AndroidManifest.xml
Suggestion: use tools:overrideLibrary="com.google.firebase" to force usage
If we solve this. When we have:
Error:Execution failed for task ':processDebugResources'.
> Error: more than one library with package name 'com.google.firebase'
"Firebase" module and "firebase-common-10.0.1" module in Androidmanifest have same package="com.google.firebase"
Tell me how to solve this problem?
Hi everyone,
I used quick master example included in FCM docs as an example and i initialized FCM properly but when i build and run on android it crashes.Thanks
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.