Sets the state of the Facebook SDK, and initializes all platform-specific data structures and behaviors. This function can only be called once during the lifetime of the object; later calls lead to undefined behavior.
Init() relies on properties that are set in the Unity Editor using the Facebook | Edit settings menu option, as detailed below.
There are two signatures for this function. The first takes most of its parameters from the Facebook settings in the editor:
public static void Init( InitDelegate onInitComplete = null, HideUnityDelegate onHideUnity = null, string authResponse = null )
Name | Type | Description | Default |
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| A function that will be called once all data structures in the SDK are initialized; any code that should synchronize with the player's Facebook session should be in |
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| A function that will be called when Facebook tries to display HTML content within the boundaries of the Canvas. When called with its sole argument set to |
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| effective in Web Player only, rarely used A Facebook |
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Name | Type | Description | Default |
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| The Facebook application ID of the initializing app. Required | |
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| Sets a cookie which your server-side code can use to validate a user's Facebook session |
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The Web platform can make use of certain platform-specific attributes which other platforms will safely ignore; see the documentation for the Javascript SDK's FB.init()
for details of their function.
Note: Init often requires an asynchronous read operation, and any code that depends on its being completed should be synchronized in the HideUnityDelegate
passed into Init()
.
FB.Init();
Check out the SDK Examples for a more complete sample usage of where and when to use FB.Init
in your Unity application.