Trying to post score with scores api from an iOS app, but app access_token is required - objective-c

I have an iOS game that wants to publish user scores to Facebook. I use lastest Facebook SDK from git.
The app is in the Games category, and marked as Native/Desktop app.
The iOS bundle is set correctly (if I set it wrong, my app can't log-in).
I request publish_actions permission from the user and it succeeds.
But when I try to post a new score via requestGraphPath of USER_ID/scores (or me/scores) I get an error requesting the app access_token.
I understand that this is considered as a client-app and the app authentication is done via the Facebook SDK. So the access_token is a combined one (and encrypted?) and should work.
(putting the App Secret Key inside my app and patching the SDK to handle it isn't a good idea)
On the other hand, posting high scores via the new Open Graph works perfectly (I use the default High Score action and it works), but I need to wait for the approval in order to go live...
What am I missing about the Scores API?

On facebook your app must be WEB-type.
Work only with USER_ID and app access_token
(example 221179161233395|O9Wwt7hmowV2Bt3k5yVAy2SInTU)

Related

Can I authorize Google maps SDK before deploying an Expo app to Play Store?

I have an Expo app that uses react-native-maps. It works well on Expo Go and I would like to deploy it to Google Play Store.
According to Expo documentation, I have to:
deploy the app on Google Play Store to generate app signing credential
copy the SHA-1 certificate fingerprint in Google Play console
create an API key in Google Cloud Credential manager
paste the API key in app.json
rebuild the app and re-submit to Google Play Store
So, to my understanding, the app will be available for users without maps activated. Then I'll have to deploy it again with maps activated. It sounds very counter-intuitive, and puts me at risk to get bad reviews from first users, who will claim the app "doesn't work" (because there is no map of course)
Is there a way to immediately publish a working app? If I need to handle a two step process, will the second build be immediately available in the Play Store, or will it be subject to a 3 days review?

Youtube Data API - display private videos in a React Native app programmatically

What I want to do:
display videos from a client in a RN app. They keep them as private YT videos and only want to give access to paid users via a mobile app.
Apparently, after a few tests, an API key is not enough for that, as I get only the public videos.
I could get the private videos and playlists back using Oauth2 authentication, in Google OAuth2 playground.
Where I am lost is, how to programmatically get the authorization code, then the access and refresh token, on app startup, to attach them to the requests.
Every tutorial I find is about implementing it via the consent screen to authenticate a user.
I don't want to use a consent screen, I got the clients username/password already and just would like to authenticate in the background as the app starts.
Any good resources/tips out there to help me figure this out? Thank you.

Google Drive API oauth 2 error

I managed to get the code runing to a point where i can upload and download files in my android app from google drive using the api. However i uploaded my app to Google Play and when a user installs it the first time the oauth 2 screen pops up and requires to select account(which is great) but when the user selects Google account the oauth screen just keep appearing and looping.
Did anyone encounter this before?
As stated in this thread, maybe you did not create credentials for your app. As described in this documentation, you must retrieve your SHA-1 keys for both the debug and production environments and add them in your credentials in the Google Developers Console.

Google Sign-in for Unity without Google+?

I'm developing an application in Unity, primarily focusing on iOS right now.
For the backend, I decided to try out firebase since they have a Unity package and so far its been pretty painless.
Does a Google Signin option exist for Unity that doesnt involve GooglePlayGames (GPG)?
I'm not interested in integrating to that platform at all, Im really just after the Sign in feature so I can grab the user token and authenticate to Firebase.
I currently have GPG and Firebase up and running...and it works great.
My issue is that if a user is not a Google+ member, they cant authenticate since apparently GPG relies heavy on that.
All I'm really after is a solution for vanilla Google Login that would give me an auth token I can use in Firebase...
If you're familiar with Pokemon Go...a very similar login flow.
With that app i was able to use a google account that doesnt have google+ and everything worked fine.
First of all, don't use the Google Play games plugin; it doesn't work for iOS anyways if you don't have an existing Google Play games account via any Android device usage in past. Even for many Android users Play Games apps won't work because it's not packaged with every Android device.
However, I am using this Google Login Unity plugin in iOS & Android which is available in the Asset Store. It works really well.
https://www.assetstore.unity3d.com/en/content/94517

What facebook API do I use to remotely publish things to user's walls from my FB App?

I have a FB App that a user will subscribe to via some client (Android or Web), but that later needs to post stuff to their wall (not from the client but from the server). Assuming I have the FB-AppID, and Key and the user's UserId, and they have opted into the app, what is the API I would use to then post stuff to their wall via WGET from my server? I'm confused by all their various methodologies, and am hoping to get pointed towards the one that's the most HTTP friendly.
Please check out the "posts/Create" section under https://developers.facebook.com/docs/reference/api/user/.
You will need publish_stream permission to push the same to facebook.
Also, you will need a valid access_token from FB which is linked to the user who has logged into your app. A standard access_token will work only for a fixed amount of time since it was last provided to you (typically 30 minutes).
If you wish to post after the said time (basically anytime), then you will need the offline_access permission also.
In essence, if you need to do a post offline, then you need to necessarily have an access token with both "offline_access" and "publish_stream" permissions.
You can use Facebook Graph API. This api is HTTP based and support REST services.
Here is the link -> https://developers.facebook.com/docs/reference/api/
You must be login in Facebook to access this page.