C# Facebook WP7 - display=touch being read as display=wap by facebook - c#

I'm using the Facebook C# SDK 6.0.20 to allow users using my app to log onto facebook. I'm using the display=touch parameter so that the fb login page renders for mobile devices with smaller screens. The problem is, fb keeps reading it as display=wap which is being deprecated. As a consequence, users are receiving an error message when logging on. Is there a solution to this other than forcing users to see the ugly full screen display on a mobile device screen?
Facebook has been unhelpful and unwilling to accept this as a bug but rather says it is a "feature by design", but everyone else seems to think it is a bug. (https://developers.facebook.com/bugs/355102764525510) Why would facebook try to discourage WP7 developers like this when they apparently have a good relationship with Microsoft, which provides them with map services for fb places?

Facebook display=touch for WP7 is now directing properly after recent facebook updates on July 5th. This should no longer be a problem.

Related

Post to my page from my facebook App using c#

I designed a contest application for my Facebook page.
The application is a web application (MVC / C#), using Facebook connect to authenticate users.
I would like that when a person wins in the game, the application publishes on my Facebook page (not on the profile of the user, only on my page) a message like "Georges B just won a Bluetooth headset."
I have no problem with development or code. But Facebook is a gas plant and it is very difficult to find up-to-date documentation. I tried with Token users, but it does not work anymore. I do not know how to do it because the majority of tutorials on the web use this solution.
Thanks.
OK, negative notes without any explanation. This forum becomes anything. I understand the basics of respect but still, it is not with repression that people are advanced ... Explanations would be a minimum.
I'm going to fend for myself and I'll only read the existing posts without participating in the future.

Invalid LiveId: Mobile App interfacing with Microsoft LiveId (Xamarin)

Hi Developers in house.
I have a mobile App with a double Authentication approach where i use Microsoft liveId.
After sometime, some users report they get "Invalid LiveID" Error even when they can manually log in to Microsoft LiveId site.
I have tried to find the cause by stepping through my codes but don't seem to understand why Microsoft returns Invalid LiveID for certain users even when they can logIn to the microsoft LiveId site and also the Mobile App previously.
Anyone ever came across this?

Invite Facebook friends to mobile app that is not a game

I have a mobile app (on WinPhone 8.1) that uses Facebook credentials for Azure authed login.
What I'm trying to do:
Provide users an organic way to invite facebook friends to use the app. Important to note, users gain no advantage by inviting friends, however it will enhance their experience as you can compare your progress in the app with the progress of friends (it is not a game).
Where I'm stuck:
I can't use the apprequests dialog, as it is not a game. I would like to use the 'send' dialog, but it is not available in mobile browsers. It is not a website, so using the POST publish API has no valid href to link (other than the app's download page, but that is not what the publish API is meant for).
What should I do?
This post explains how to do it.
Otherwise, I would suggest you to market your app like a game, a bit of gamification should not hurt ! ;)

Cross platform App token aquiring for Unity

I'm completely new to the whole facebook login scene. Unfortunately the login process seems so complicated considering I simply want to be able to call a login dialog and get back the user's App Token. When I run the example code the login screen asks for an app token not an email and password like I'd expect to see as a user.
From my understanding it appears that even using the Facebook Unity SDK I am still required to build my own login page with app token generator which I have no idea how to do. It also appears there are different ways it needs to be done whether you are on IOS, Android, Web Player, Windows and Windows Phone. Is there really not one way to do this?
I followed the tutorial here: https://developers.facebook.com/docs/games/unity/unity-tutorial although all the images regarding setting up your app on developers.facebook.com/apps are out of date and I can't find a good majority of the options it mentions.
So I guess my main questions are:
Can you have one way across all platforms to allow email/password login for a user?
Do you need to build your own token generator on a website?
How do I set up a game for Unity in the new facebook layout?
Thanks everyone. I've never dealt with authentication via any online service before and this seems much preferable to having my own login authentication for my games. I just wish it wasn't such a confusing mess to someone who has never dealt with any of this before.
The app token thing is only used in Unity editor, so only in development. This is a work-around, since it was impossible to simulate regular facebook login flow in Unity editor and we wanted devs to be able to test their games in the editor, which is much faster than building and uploading it.
You are not supposed to create your own login process. Just import the sdk package into Unity and open scene InteractiveConsole in Assets\Examples
Try building it for iOS/android/canvas, it works on all platforms without any code change necessary
Let me know if have any problems
1 and 2
My assumption is the access "token" you mention is a generic login for testing in unity. Your app should handle the login differently across platforms, in regard to the "Facebook Unity SDK API's" handling the bulk stuff so you are free to plug and play.
3
Image of my settings for the canvas demo https:// developers .facebook .com/apps/#____#/settings/
https://drive.google.com/file/d/0B7Lk_CfjfKfTdVlNQWlINkNCTU0/edit?usp=sharing

How to invite friends in windows 8 facebook app?

I'm porting Unity3D game to windows 8. And it's use a facebook requests to invite friends. I tried to use facebook C# sdk to send invites via facebook graph api:
dynamic id = await client.PostTaskAsync(String.Format("{0}/apprequests", friend.id), parameters);
but it only can send requests to users, which already have the game installed.
Is it possible to send request or message to invite friends to my windows 8 game?
And how did microsoft do it on the facebook for win 8 app?
It looks like you have to open browser window (embedded WebView) and navigate to URI like https://www.facebook.com/dialog/apprequests?
app_id=APP_ID&
message=Facebook%20Dialogs%20are%20so%20easy!&
redirect_uri=http://www.example.com/response
You can only send notifications programatically like this for users who have already installed and authorized your application. Imagine how much spam we would get if any application could send anyone a request! (shudder)
What you are referring to is an invite request. You want to allow your users to invite new users to your application. For this you need to use the request dialog. I haven't got any experience with win8 or with Unity, but the Facebook API is pretty consistent across platforms.
You can use this JS code to prompt your users with the request dialog and allow them to select the friends to invite.
FB.ui({method: 'apprequests',
message: 'My Great Request'
}, requestCallback);
Note that the only real difference is that I'm not specifying any user id's so Facebook simply displays the multi-friend selector dialog.
Reference - Requests Dialog
Did you try with this sdk? it is specific to windows 8 and windows phone.

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