Facebook 로그인, Facebook 공유 또는 Facebook Gaming을 통합하고 나서 특정 앱 이벤트가 이벤트 관리자에 대해 자동으로 로깅 및 수집됩니다. 단, 자동 앱 이벤트 로깅을 비활성화하는 경우는 예외입니다. Facebook 로그인, Facebook 공유 또는 Facebook Gaming을 사용하는 모든 개발자 여러분께서는 이 기능의 작동 방법을 숙지하시기 바랍니다. 수집되는 정보 및 자동 앱 이벤트 로깅을 비활성화하는 방법에 대한 자세한 내용은 자동 앱 이벤트 로깅을 참조하세요.
Gaming Services is available as a new component in the official Facebook SDK for Unity3D. Using Facebook official SDKs is the recommended approach and makes it easy to access services enabled by Facebook Login for Gaming including the Player Finder and Sharing (for Gaming) experiences.
Facebook Login for Gaming enables a new login method for games. It supports the same implementation and SDK methods as Facebook Login. If this is the first time you're integrating the Facebook SDK into your App, refer to the configuration guide before proceeding. Instead of receiving |
After integrating with Facebook Login for Gaming, your application will receive an access token for use on Gaming graph domain (graph.fb.gg), instead of the Facebook graph domain (graph.facebook.com). Read more about gaming graph domain.
You can check if the current User has connected with Facebook Login For Gaming by verifying the Graph Domain to be gaming
in the Access Token:
// (c) Facebook, Inc. and its affiliates. Confidential and proprietary. ... using Facebook.Unity; ... AccessToken currentAccessToken = AccessToken.CurrentAccessToken; if (currentAccessToken != null && currentAccessToken.GraphDomain == "gaming") { // current user has been migrated to Facebook Login for Gaming }
Below is a Unity3D sample code showing how to implement Player Finder and Sharing (for Gaming).
// (c) Facebook, Inc. and its affiliates. Confidential and proprietary. using Facebook.Unity; ... // this is a general purpose IResult handler // that can be used with the examples below. protected void HandleResult(IResult result) { if (result == null) { LogView.AddLog("Null Response\n"); return; } // Some platforms return the empty string instead of null. if (!string.IsNullOrEmpty(result.Error)) { // handle error case here. } else if (result.Cancelled) { // a dialog was cancelled. } else if (!string.IsNullOrEmpty(result.RawResult)) { // success case! Do something useful with this. } else { // we got an empty response } } ... // binding Player Finder to a button if (GUILayout.Button("Player Finder Button")) { FBGamingServices.OpenFriendFinderDialog(HandleResult); } ... // Uploading an Image to use with Sharing (for Gaming) FBGamingServices.UploadImageToMediaLibrary( "test Image", new Uri("/path/to/image/in/phone.jpg"), true, HandleResult); ... // Uploading a Video to use with Sharing (for Gaming) FBGamingServices.UploadVideoToMediaLibrary( "test Video", new Uri("/path/to/video/in/phone.mp4"), HandleResult);