Can I load the player account on another device based on his Facebook credential?

I try to use after facebook login this method: AuthenticationService.Instance.LinkWithFacebookAsync(aToken.TokenString);
and
AuthenticationService.Instance.SignInWithFacebookAsync(aToken.TokenString);
does not create a new profile in CloudSave storage or doesn’t link Anonymous profile.
I suppose Linked Identities should display all linked profiles, but how to load player data based on his facebook account:

What’s your workflow here? And the full code perhaps? Do you get any errors? Check the console.

You first need to sign up the player, did you do this?

I didn’t sign up, thanks I will check it. I have no errors. My facebook app is unpublished can it also be a reason? I login from Editor via Facebook Access Token and it is not creating an account inside Cloud Storage. And it creates an account If I login from the editor as an Anonymous user but not a linking account. I also created a Facebook Identity provider. I will try to login from an android device later but currently have a strange Gradle error and need to fix it to build.
There is my code (it is logged because facebook icon is changing):

  var aToken = Facebook.Unity.AccessToken.CurrentAccessToken;
  await AuthenticationService.Instance.SignInWithFacebookAsync(aToken.TokenString);

After logged in facebook and loaded player icon. I got this error when try to SignInWithFacebookAsync:

Autoconnected Player "Autoconnected Player" WebRequestException: {"detail":"unable to validate token","details":[],"status":401,"title":"PERMISSION_DENIED"}
  at Unity.Services.Authentication.WebRequest.SendAsync[T] () [0x00025] in .\Library\PackageCache\com.unity.services.authentication@3.3.1\Runtime\Network\WebRequest.cs:45
  at Unity.Services.Authentication.AuthenticationServiceInternal.HandleSignInRequestAsync (System.Func`1[TResult] signInRequest, System.Boolean enableRefresh) [0x00036] in .\Library\PackageCache\com.unity.services.authentication@3.3.1\Runtime\AuthenticationServiceInternal.cs:276
Rethrow as AuthenticationException: unable to validate token
  at Unity.Services.Authentication.AuthenticationServiceInternal.HandleSignInRequestAsync (System.Func`1[TResult] signInRequest, System.Boolean enableRefresh) [0x00142] in .\Library\PackageCache\com.unity.services.authentication@3.3.1\Runtime\AuthenticationServiceInternal.cs:294
  at SavesManager.SignFacbookManually () [0x0004d] in M:\MyProjects\Math\Assets\Scripts\API\SavesManager.cs:90
  at System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) [0x00000] in <ff4e3fe86250407285eaebda8f185c35>:0
  at UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () [0x00002] in /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/UnitySynchronizationContext.cs:153
  at UnityEngine.UnitySynchronizationContext.Exec () [0x0005d] in /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/UnitySynchronizationContext.cs:83
  at UnityEngine.UnitySynchronizationContext.ExecuteTasks () [0x00014] in /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/UnitySynchronizationContext.cs:107

(Filename: ./Library/PackageCache/com.unity.services.authentication@3.3.1/Runtime/Network/WebRequest.cs Line: 45)

I found the answer in another post: Cannot Authenticate with Facebook I just needed to "add GG| as a prefix before your Id in the unity editor in Project settings → Services → Authentication. Your new Id will look something like “GG|703975117224545” instead of “703975117224545"” and now it is working but please can you add this to documentation?