I have tried changing the InteractiveConsole script that comes with the Facebook/Unity SDK to simply make it use Login via the facebook account, as a start. Before building for the web it works fine (inside Unity), I get the access token window and I can see my own facebook ID in the console afterwards. But when I build it for the web and click on the same login button nothing happens. I have no idea why. Here's my code:
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public sealed class InteractiveConsole : MonoBehaviour
{
#region FB.Init() example
private void CallFBInit()
{
FB.Init(OnInitComplete, OnHideUnity);
}
private void OnInitComplete()
{
Debug.Log("FB.Init completed: Is user logged in? " + FB.IsLoggedIn);
CallFBLogin ();
}
private void OnHideUnity(bool isGameShown)
{
Debug.Log("Is game showing? " + isGameShown);
}
#endregion
#region FB.Login() example
private void CallFBLogin()
{
FB.Login("email,publish_actions", LoginCallback);
}
void LoginCallback(FBResult result)
{
if (!FB.IsLoggedIn)
{
Debug.Log ("User cancelled login.");
}
else
{
Debug.Log ("User ID: " + FB.UserId);
if(FB.IsLoggedIn)
Application.LoadLevel("main");
}
}
#endregion
void OnGUI()
{
if (Button("Login"))
{
CallFBInit();
}
}
private bool Button(string label)
{
return GUILayout.Button(
label
);
}
}
I'm sure I'm missing something. Can someone tell me what's wrong?
There's more I'd like to understand, is the Access Token Unity window there to replace the usual Login/Asking for Permissions window in the final game (as seen in basically every app used on facebook)? If not, how do I get the proper Login window?