I am using unity facebook api 4.3.6 for ios. Its working perfectly fine if I don't have #facebookapp in my device. Once I download it and try login, it takes me to #facebookapp and redirect again to my game with callback
FB Login callback : {"is_logged_in":false, "user_id":"", "access_token":""} Login cancelled by player
This happens only if I have facebook app downloaded! I think its some how cache issue but not sure exactly what is it. Any luck?
I believe this is not connected with Unity. Here is few reasons I faced
You need to ask read and write permissions separately. Wait until you get read permissions than send request for write permission.
Make sure your app is allowed to login ( if you have FB app installed on your device )
Make sure you have your app bundle identifier added to developer.facebook.com
Here is what helped me fixed that problem with Unity Facebook-Android.
setting the sandbox mode ON:
if the ON/OFF button is disable, please go back to Settings and enter a valid email address.
I understood why when the device is installed a facebook app, my app can't login facebook.
First : software OpenSSL create keyhass wrong. I have downloaded OpenSSL from here : http://code.google.com/p/openssl-for-windows/downloads/list , and it creates keyhash wrong. I have used other OpenSSL sofware, you can download it here : https://www.dropbox.com/sh/t6tt44dc2nm6vza/6mp1W74GiZ , it is create keshash right.
Second: In class FacebookAndroidUtil.cs , line 62, you add System.Environment.GetEnvironmentVariable("HOMEDRIVE") before System.Environment.GetEnvironmentVariable("HOMEPATH"). Facebook SDK requires a file debug.keystore in : C:\\Users\\UserName.android\\debug.keystore. If the Unity Editor, Edit Setting Facebook has yet to create android debug hash key. Then use the Eclipse Software, create and run onr any project. Eclipse will generate a debug.keystore. If it is't create in folfer : C:\\Users\\UserName.android\\debug.keystore , then find it, coppy and paste into C:\\Users\\UserName.android\\debug.keystore
Third: publish your app in Facebook, so be sure it is:"This app is public and available to all users".
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