I am try to use Facebook and Firebase Unity plugin to implement User authentication in android platform. After I pass facebook login and want to get firebase Credential use facebook token, application crashed. I can find information from androidstudio logcat:"A/firebase: Firebase Auth was not initialized, unable to create a Credential. Create an Auth instance first.". It seems Firebase Auth need some initialized. But I have see Firebase Unity document and can not find any initialize information. Any help will be appreciated.
I use Unity 2018.3.8f1, facebook-unity-sdk-7.15.1 and firebase_unity_sdk_5.6.0. because Facebook Unity SDK can not run in Unity editor, so I always build apk througe Unity editor and try it in an android emulator.
This is my C# code(Unity script), nearly all use example code from firebase document:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Facebook.Unity;
using Firebase.Auth;
public class LoginWithFB : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public Firebase.Auth.FirebaseAuth auth;
void Awake ()
{
Firebase.FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task =>
{
var dependencyStatus = task.Result;
if (dependencyStatus == Firebase.DependencyStatus.Available)
{
// Create and hold a reference to your FirebaseApp,
// where app is a Firebase.FirebaseApp property of your application class.
// app = Firebase.FirebaseApp.DefaultInstance;
// Set a flag here to indicate whether Firebase is ready to use by your app.
InitializeFirebase();
}
else
{
UnityEngine.Debug.LogError(System.String.Format("Could not resolve all Firebase dependencies: {0}", dependencyStatus));
// Firebase Unity SDK is not safe to use here.
}
});
if (!FB.IsInitialized) {
// Initialize the Facebook SDK
FB.Init(InitCallback, OnHideUnity);
} else {
// Already initialized, signal an app activation App Event
FB.ActivateApp();
}
//auth = Firebase.Auth.FirebaseAuth.DefaultInstance;
}
protected void InitializeFirebase()
{
//DebugLog("Setting up Firebase Auth");
auth = Firebase.Auth.FirebaseAuth.DefaultInstance;
auth.StateChanged += AuthStateChanged;
//auth.IdTokenChanged += IdTokenChanged;
// Specify valid options to construct a secondary authentication object.
AuthStateChanged(this, null);
}
void AuthStateChanged(object sender, System.EventArgs eventArgs)
{
Firebase.Auth.FirebaseAuth senderAuth = sender as Firebase.Auth.FirebaseAuth;
Firebase.Auth.FirebaseUser user = null;
//if (senderAuth != null) userByAuth.TryGetValue(senderAuth.App.Name, out user);
if (senderAuth == auth && senderAuth.CurrentUser != user)
{
bool signedIn = user != senderAuth.CurrentUser && senderAuth.CurrentUser != null;
if (!signedIn && user != null)
{
Debug.Log("Signed out " + user.UserId);
}
user = senderAuth.CurrentUser;
//userByAuth[senderAuth.App.Name] = user;
if (signedIn)
{
Debug.Log("Signed in " + user.UserId);
//displayName = user.DisplayName ?? "";
//DisplayDetailedUserInfo(user, 1);
}
}
}
private void InitCallback ()
{
if (FB.IsInitialized) {
// Signal an app activation App Event
FB.ActivateApp();
// Continue with Facebook SDK
// ...
} else {
Debug.Log("Failed to Initialize the Facebook SDK");
}
}
private void OnHideUnity (bool isGameShown)
{
if (!isGameShown) {
// Pause the game - we will need to hide
Time.timeScale = 0;
} else {
// Resume the game - we're getting focus again
Time.timeScale = 1;
}
}
private void AuthCallback (ILoginResult result)
{
if (FB.IsLoggedIn)
{
// AccessToken class will have session details
var aToken = Facebook.Unity.AccessToken.CurrentAccessToken;
// Print current access token's User ID
Debug.Log(aToken.UserId);
Debug.Log(aToken.TokenString);
Debug.Log(auth);
// Print current access token's granted permissions
foreach (string perm in aToken.Permissions)
{
Debug.Log(perm);
}
Firebase.Auth.Credential credential = Firebase.Auth.FacebookAuthProvider.GetCredential(aToken.TokenString);
//auth = Firebase.Auth.FirebaseAuth.DefaultInstance;
auth.SignInWithCredentialAsync(credential).ContinueWith(task =>
{
if (task.IsCanceled)
{
Debug.LogError("SignInWithCredentialAsync was canceled.");
return;
}
if (task.IsFaulted)
{
Debug.LogError("SignInWithCredentialAsync encountered an error: " + task.Exception);
return;
}
Firebase.Auth.FirebaseUser newUser = task.Result;
Debug.LogFormat("User signed in successfully: {0} ({1})",
newUser.DisplayName, newUser.UserId);
});
Debug.Log("Ready goto AsterPlayMainScene");
Application.LoadLevel("AsterPlayMainScene");
//SceneManager.LoadScene("AsterPlayMainScene");
}
else
{
Firebase.Auth.Credential credential = Firebase.Auth.FacebookAuthProvider.GetCredential("asadjkahfidhfahfguisodhui");
Debug.Log("User cancelled login");
Application.LoadLevel("AsterPlayMainScene");
//SceneManager.LoadScene("AsterPlayMainScene");
}
}
public void OnFBLoginClick()
{
var perms = new List<string>(){"public_profile", "email"};
FB.LogInWithReadPermissions(perms, AuthCallback);
}
}
This is error log find from android studio logcat:
2019-03-31 22:22:25.313 20155-20186/? E/firebase: g_methods_cached
2019-03-31 22:22:25.313 20155-20186/? A/firebase: Firebase Auth was not initialized, unable to create a Credential. Create an Auth instance first.
Also I can find callstack from logcat:
2019-03-31 22:22:25.548 20155-20186/? E/CRASH: #32 il 00000012 at (wrapper managed-to-native) Firebase.Auth.AuthUtilPINVOKE.FacebookAuthProvider_GetCredential (string) <0x00012>
2019-03-31 22:22:25.548 20155-20186/? E/CRASH: #33 il 00000013 at Firebase.Auth.FacebookAuthProvider.GetCredential (string) [0x00000] in <7ff3b01c54e9444eb36c9f4350522434>:0
2019-03-31 22:22:25.548 20155-20186/? E/CRASH: #34 il 000000eb at LoginWithFB.AuthCallback (Facebook.Unity.ILoginResult) [0x00064] in <9cb866e367a54ac3882a6e4448a28c2e>:0
2019-03-31 22:22:25.548 20155-20186/? E/CRASH: #35 il 00000069 at Facebook.Unity.CallbackManager.TryCallCallback<Facebook.Unity.ILoginResult> (object,Facebook.Unity.IResult) [0x0000a] in <8c4c3b91cd24414db7bdbc53fc97f955>:0
2019-03-31 22:22:25.548 20155-20186/? E/CRASH: #36 il 000000f3 at Facebook.Unity.CallbackManager.CallCallback (object,Facebook.Unity.IResult) [0x00046] in <8c4c3b91cd24414db7bdbc53fc97f955>:0
2019-03-31 22:22:25.548 20155-20186/? E/CRASH: #37 il 00000077 at Facebook.Unity.CallbackManager.OnFacebookResponse (Facebook.Unity.IInternalResult) [0x00021] in <8c4c3b91cd24414db7bdbc53fc97f955>:0
2019-03-31 22:22:25.548 20155-20186/? E/CRASH: #38 il 00000033 at Facebook.Unity.FacebookBase.OnAuthResponse (Facebook.Unity.LoginResult) [0x00019] in <8c4c3b91cd24414db7bdbc53fc97f955>:0
2019-03-31 22:22:25.548 20155-20186/? E/CRASH: #39 il 0000003c at Facebook.Unity.Mobile.MobileFacebook.OnLoginComplete (Facebook.Unity.ResultContainer) [0x00007] in <8c4c3b91cd24414db7bdbc53fc97f955>:0
2019-03-31 22:22:25.549 20155-20186/? E/CRASH: #40 il 00000046 at Facebook.Unity.FacebookGameObject.OnLoginComplete (string) [0x0000c] in <8c4c3b91cd24414db7bdbc53fc97f955>:0
2019-03-31 22:22:25.549 20155-20186/? E/CRASH: #41 il 0000005b at (wrapper runtime-invoke) <Module>.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0x0005b>
app = Firebase.FirebaseApp.DefaultInstance
– MathieuAuclair