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This happens because the Facebook login through Facebook app on Android needs the correct hash of your Google Play Signing key. | |
Follow the steps from "B" on this post: https://forum.unity.com/threads/solved-problem-with-login-facebook-sdk-android.257482/#post-1709450 | |
Copy paste here if the link goes offline: | |
B) The "Key Hash" generated in the Unity Engine was wrong. So, now I am generating the Key Hash through the steps: | |
1. Unzip .apk file and extract META-INF\CERT.RSA file | |
2. In the Prompt, run: keytool -printcert -file CERT.RSA | |
3. notice SHA1 bytes are printed like 29:37:F1:CB:06… | |
4. copy SHA1 bytes into HEX to BASE64 converter (http://tomeko.net/online_tools/hex_to_base64.php) | |
5. see your BASE64 key hash in output field |
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using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
using UnityEditor.Presets; | |
using System; | |
[CreateAssetMenu(fileName = "PreBuild", menuName = "Data/CI/PreBuild")] | |
public class PreBuild : ScriptableObject | |
{ | |
[Serializable] |
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using System; | |
using System.Collections.Generic; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEditorInternal; | |
/// <summary> | |
/// Class to manipulate the gameview sizes. | |
/// Based on: https://answers.unity.com/questions/956123/add-and-select-game-view-resolution.html |
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using UnityEngine; | |
using UnityEngine.UI; | |
/// A concrete subclass of the Unity UI `Graphic` class that just skips drawing. | |
/// Useful for providing a raycast target without actually drawing anything. | |
public class NonDrawingGraphic : Graphic | |
{ | |
public override void SetMaterialDirty() { return; } | |
public override void SetVerticesDirty() { return; } |
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Unity Doc | |
https://docs.unity3d.com/Manual/SmartMerge.html | |
Tutorial | |
https://www.youtube.com/watch?v=EQB-N-ClO9g | |
Steps: | |
Install meld: http://meldmerge.org/ | |
Config SourceTree |
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adb install %1 | |
pause |