An easy-to-use, cross platform Facebook plugin from http://www.neatplug.com

Greetings,

I’m here to introduce our latest version of Facebook plugin for Unity3d, that works on both iOS and Android.

The product is at http://www.neatplug.com , under “Social” section.

FEATURES ADVANTAGES:

  • Managed scoring system, a lot scoring related work is taken care of by the plugin, so you don’t have to worry about what score should be posted, or whether current score is the “best”, the plugin will serve you as an intelligent agent, just call FacebookSNS.Instance().PostScore(int score), that’s it.

  • Login is not required for you to make any posting actions, (e.g. posting scores, achievements, messages, screenshots, images…), the plugin will prompt the user at the right time for authenticating or asking for the publish permissions to post if necessary, and after login, the posting actions will continue, That serves lazy guys…

  • Cached session mechanism for reducing the times of authentication for the user, the plugin talks directly to the Facebook App on the device (or a browser if the facebook app absent), and the session state in app will be automatically synchronized with the external facebook App.

  • User information, user’s friends information, and the scores information about the user and his / her friends, will be automatically retrieved once logged in, that makes your codes as short as possible.

  • Posting a screen shot can’t be easier, a call for FacebookSNS.Instance().PostScreenShot() will do, and you can specify the description for the screen shot when calling.

  • Of course you can reach out to the maximum posting flexibility by calling the RequestGraph(…) to make raw graph requests to Facebook.

  • Now you can invite the user’s friends to use your App using this plugin just like a snap! The recipients can be easily redirected to your App download page at App Store by simply tapping on the invitation request in their Facebook App installed on device. So let the users propagate your game socially!

  • Sending App Requests to any recipients is as easy as a single line of function calling, achieve goals like Match making, turn-based game notifications, virtual item gifting… and so on. You should definitely check out this new feature if you are a game developer that wants to greatly engage your users in your game.

  • Enhanced security mechanism allows you to post scores / achievements on your own server, to avoid the App Secret being hardcoded in client binary. A relatively secure request validation approach is provided to validate if the posted scores / achievements are from your App.

  • The plugin works on both iOS Android systems, without modifying a single line of code.

Know more advantages and how to integrate, check out the Integration Guide.

Hope this plugin helps you!


NeatPlug Mobile Solutions
http://www.neatplug.com
Tech Support: support@neatplug.com

Sounds great! Is there a fairly simple way to get the profile pictures of everyone on the Leaderboard (or a group of them at a time)? That’s the one thing I haven’t been able to do yet.

Hello neatplug,
thanks for the plugin, but I have some issues that when I integrated the plugin with unity and try to build it, xcode gives me 26 error about facebook.
I did every step in integration guide.
what am doing wrong?? plz help :slight_smile:

Yes, it is simple. Call FacebookSNS.Instance().GetUserProfilePicture(string userId), the userId you can get from OnScoresDataArrived() event.

Hope this helps.

@Ahmed, your issue was already resovled but I still want to let others know the workaround of ios compilation errors when there’s some plugin forces occupying the PostprocessBuildPlayer script, then the launcher of our postprocessbuildplayer that invokes other plugins’ scripts (in “PostprocessBuildPlayer_*” file name convention) stop working, the workaround is removing any editor scripts doing that and re-run “Patch iOS Configuration” from neatplug menu, or manually add missing frameworks to xcode project.

I’m having exactly the same problem. So I’m asking you to let me know how to manually (in xCode I assume), add any frameworks and “.a” or other files that the Facebook plugin requires. Other than that, the plugin rocks so far! Thank you.

Thank you, that’s the first step you explained. Next step: getting the image to display. The only way I’ve seen this done is to use the WWW class to retrieve the image, and then change the texture of a material to the profile picture image. Unfortunately this means if I display 20 friends’ pictures, it will take 20 draw calls (one per texture as I understand it). Is there another way to do this that won’t bring the performance of a mobile game to a screeching halt?

hello, is that possible to control the photo filesize when uploading to facebook? I amI using FacebookSNS.Instance().PostImage().
The uploading time is very long when I am using a good camera phone device. The image size is around 2mb or more.
Is there any solution for this issue?

Hi,
This is so nice plugin for integration unity with Facebook. But few question in my mind because I am new in integration field.
Using by your Facebook plugin, can I make Subway Surface game type leader-board and can I open login dialog in my unity app.