Yep! http://docs.coronalabs.com/plugin/gameNetwork-apple/index.html
Rob
lol thanks rob. I needed [lua][“CoronaProvider.gameNetwork.apple”] =
{
publisherId = “com.coronalabs”,
supportedPlatforms = { iphone=true, [“iphone-sim”]=true },
},[/lua]
Hi @kbrockertii,
Facebook is now a plugin, so you need to “require()” it slightly differently than before, and include the plugin in your “build.settings” file. Otherwise, functionality should be the same. Here is the updated documentation:
http://docs.coronalabs.com/plugin/facebook/index.html
Take care,
Brent
ok i see the difference. took me a minute to notice the “plugin.” part. i also refer to this page a lot and it should be updated.
http://docs.coronalabs.com/guide/social/implementFacebook/index.html
it still shows the require line without “plugin.”
i feel like im still overlooking something. now i get the same error but instead of facebook.lu missing its plugin.facebook.lu
would using JDK 8 have anything to do with it? i realised that i also updated my JRE and the JDK to java 8 recently
EDIT: i tried reverting jdk it did nothing
I still need help. I’m trying to release the game before Christmas and it was working flawlessly before I updated corona
Hi @kbrockertii,
Please use JDK 6 as instructed in the docs, and make sure that you completely reverted and un-installed all traces of JDK 8.
http://docs.coronalabs.com/guide/distribution/androidBuild/index.html
As for your Facebook issue, can I see your entire “build.settings” file content? And also the code where you require() the plugin? Please surround everything with “lua” tags so we can read it more clearly.
[lua] ... [/lua]
Thanks,
Brent
already made sure there were no traces of JDK 8. I’ve been using JDK 7 since before i installed and started using Corona SDK so i doubt that has anything to do with it.
[lua]
– Supported values for orientation:
– portrait, portraitUpsideDown, landscapeLeft, landscapeRight
settings = {
android =
{
googlePlayGamesAppId = “XXXXXXXXX”, – Your Google Play Games App Id
},
plugins = {
[“facebook”] =
{
publisherId = “com.coronalabs”,
supportedPlatforms = { iphone=true, [“iphone-sim”]=true },
},
--[“CoronaProvider.ads.admob”] = {
--publisherId = “com.coronalabs”,
--},
[“plugin.google.play.services”] =
{
publisherId = “com.coronalabs”
},
[“CoronaProvider.gameNetwork.google”] =
{
publisherId = “com.coronalabs”,
supportedPlatforms = { android = true }
},
},
orientation = {
default = “portrait”,
supported = { “portrait”, }
},
iphone = {
plist = {
UIStatusBarHidden = false,
UIPrerenderedIcon = true, – set to false for “shine” overlay
UIApplicationExitsOnSuspend = false, – set explicitly for FB
FacebookAppID = “XXXXXXXXXXXX”,
– iOS app URL schemes:
CFBundleURLTypes =
{
CFBundleURLSchemes =
{
“fbXXXXXXXXXXXX”, – scheme for facebook
}
},
CFBundleIconFiles = {
“Icon.png”,
“Icon@2x.png”,
“Icon@3x.png”,
“Icon-Small.png”,
“Icon-Small@2x.png”,
“Icon-Small-40.png”,
“Icon-Small-40@2x.png”,
“Icon-Small-50.png”,
“Icon-Small-50@2x.png”,
}
}
},
– Android permissions
androidPermissions = {
“android.permission.INTERNET”,
“android.permission.WRITE_EXTERNAL_STORAGE”,
“android.permission.ACCESS_WIFI_STATE”,
“android.permission.ACCESS_NETWORK_STATE”,
“android.permission.VIBRATE”
},
excludeFiles =
{
– Exclude all Android icon files and .ogg files in the “music” directory:
iphone = { “Icon-*dpi.png”, “music/*.ogg” },
– Exclude iOS “retina” image files and .m4a files in the “music” directory:
android = { “Icon.png”, “*@2x.png”, “Icon-Small*”, “music/*.m4a” }
},
}
[/lua]
[lua]
local composer = require( “composer” )
local scene = composer.newScene()
composer.recycleOnSceneChange = true
local facebook = require( “plugin.facebook” )
local gameNetwork = require( “gameNetwork” )
local GGTwitter = require( “GGTwitter” )
local json = require( “json” )
local gameStates = require(“gameStates”)
local phcImagesInfo = require “phcImages”
local phcImagesSheet = graphics.newImageSheet( “images/phcImages.png”, phcImagesInfo:getSheet())
local phcImagesInfo2 = require “phcImages2”
local phcImagesSheet2 = graphics.newImageSheet( “images/phcImages2.png”, phcImagesInfo2:getSheet())
– All code outside of the listener functions will only be executed ONCE unless “composer.removeScene()” is called.
– local forward references should go here
local menuSelectSound = audio.loadSound(“sounds/menuSelect.mp3” )
local screenW, screenH, halfW = display.pixelWidth, display.pixelHeight, display.pixelWidth*0.5
local function doesFileExist( fname, path )
local results = false
local filePath = system.pathForFile( fname, path )
--filePath will be ‘nil’ if file doesn’t exist and the path is ‘system.ResourceDirectory’
if ( filePath ) then
filePath = io.open( filePath, “r” )
end
if ( filePath ) then
print( "File found: " … fname )
--clean up file handles
filePath:close()
results = true
else
print( "File does not exist: " … fname )
end
return results
end
– facebook
local function facebookListener( event )
print( “event.name”, event.name ) --“fbconnect”
print( “event.type:”, event.type ) --type is either “session”, “request”, or “dialog”
print( "isError: " … tostring( event.isError ) )
print( "didComplete: " … tostring( event.didComplete ) )
--“session” events cover various login/logout events
--“request” events handle calls to various Graph API calls
--“dialog” events are standard popup boxes that can be displayed
if ( “session” == event.type ) then
--options are: “login”, “loginFailed”, “loginCancelled”, or “logout”
if ( “login” == event.phase ) then
local access_token = event.token
--code for tasks following a successful login
print(“facebook auth”)
gameStates:setFbActive(true)
local alert = native.showAlert(“Ok, ready”, “Press the Facebook Button Again to Post to the Leader Board.”, {“Got it”})
elseif ( “logout” == event.phase ) then
print(“facebook de-auth”)
gameStates:setFbActive(false)
end
elseif ( “request” == event.type ) then
print(“facebook request”)
if ( not event.isError ) then
local response = json.decode( event.response )
print(response)
--process response data here
end
elseif ( “dialog” == event.type ) then
print( “dialog”, event.response )
--handle dialog results here
end
end
[/lua]
[lua]
local function fBookBtnTap(event)
if gameStates.getSoundOn() == true then
audio.play(menuSelectSound)
end
if gameStates.getFbActive() == false then
local fbAppID = “XXXXXXXXXXXXXX”
facebook.login( fbAppID, facebookListener, { “public_profile”, “publish_actions”, “user_friends”, “user_games_activity”, “friends_games_activity” } )
else
facebook.request( “me/scores”, “POST”, { score = savedData } )
print(“facebook post”)
local alert = native.showAlert( “Score Posted”, “Your high-score has been posted to Facebook.”, {“OK”})
end
return true
end
[/lua]
i left some code out hopefully u dont need any of it
EDIT: i turned my ids into Xs
EDIT; i should mention i tried leaving out line 12 on build.settings
Hi @kbrockertii,
You’re testing this on Android, but you’ve told the plugin to restrict itself to iOS by specifying the “supportedPlatforms” table. That is the reason it can’t load the plugin.
Brent
as i said before, it worked before the update and i tried removing that line and it doesn’t help. the documentation told me those lines had to be there or i wouldn’t even have them.
im going to try and remove line 12 again maybe i forgot to save.
[lua]
supportedPlatforms = { iphone=true, [“iphone-sim”]=true },
[/lua]
and install only java 6 sdk. BTW thanks for your help!
EDIT: i see now i hadnt commited the changes, explaining why the line was still there in the version i submitted.
If you want to run on Android, then you need to remove the supportedPlatforms line.
However the 2nd error is line 4 of your main.lua. it should be:
local facebook = require( “facebook” )
Rob
same deal plugin.facebook not found. should i tell to to explicitly support android rather than removing the line?
well thats what i had in the beginning. i changed it according to this page… http://forums.coronalabs.com/topic/53240-20142511-broke-facebook-implementation/?p=276689
ok wow just opened my working copy of build.settings and my 2nd edit didn’t take effect so im building it again…
removing the line supportedPlatforms = { iphone=true, [“iphone-sim”]=true }, for the third time…
Don’t forget that our Sample Apps are great examples of how to do things.
Rob
ok u guys were both sending me the right information but this page had me change the require line to “plugin.facebook”.
whats strange is i noticed a long time ago that the line “supportedPlatforms = { iphone=true, [“iphone-sim”]=true }” hadn’t made any sense but this page had me add it to support iOS and it worked on android just fine…
anyway thank you both the problem was resolved. all i had to do in the beginning was remove that line from build.settings
Hi @kbrockertii,
Yes, sorry about that, I’m correcting that citation, and also the guide right now. Changes should go into effect soon.
Brent