as subject,
I want to track Android App install, but I want to track any install and not just from mobile Ads. My question, is it possible?
One particular question is: If I run the development version of my app that in theory, is integrated with Facebook SDK, straight from IDE into an emulator, will I see it reflected in "Last Mobile Install" stats in my dashboard? Because apparently, it didn't. If it's not, is there any way to do this in a debug environment in order to confirm whether I'm using Facebook SDK correctly or not?
For reference, I'm calling this line in my onResume() method:
com.facebook.AppEventsLogger.activateApp(this, getString(R.string.facebook_application_id);
Thanks.
Update: So it's probably not a proper question. I concluded that Facebook recorded mobile installs from Android app based on its attributionId. If this value is null, such as if there's no Facebook app or it's not logged in, the mobile installs is simply not recorded. I think.
Related
So, we have an app that has a website (production), an app (production) and a new app (beta).
The problem is that all applications but the recent one are production.
Briefly, the Facebook alert said (regarding the package name that is in beta):
The corresponding URL(s) should return a successful HTTP status code. You can verify this using the Sharing Debugger. - Compliant response codes: 200-299 - Violating response codes: 100-199, 300-399, 400-499, 500-599
We got switched from Live to In Development because of that.
Now, the question is:
What should we do next? What would it happened if we keep our status (dev mode) even with production products? There are not that many options here. We cannot set our app to public until closed beta testing is done.
I hope you all find it useful.
Considering you have the icon, privacy policy, all information requested by Fb and you receive notification above, consider:
If you have plenty other apps (web, android, ios, any) and them all are live. Your Fb app should be live too.
If your brand new app is not yet visible (e.g. beta testing), means basically that all your Fb id should returned to in development (according to Fb. Although, your prod apps will stop working).
So, what you can do is, create a specific app which is in development when the others are live. Or, like in our case, we removed Android on Fb from the website (will turn that on again when beta testing is done) and issue got solved at that moment.
Under 'App review' there's an option to make your app public. Right now it says 'No' and 'Your app is in development and unavailable to the public'. What happens if I switch it to yes though. Will my friends be able to see the app i'm working on (I don't want that). So how do I keep my app development private, but at the same time be able to use it's features. Because as I'm aware, I have to turn 'Make app public' to 'on' in order to utilize Facebook login for my app.
No your friends wont be able to see the app you are working on. Making your APP public is for your clients to use it's features and not just the developer.
It means you are in development mode now. If you make it public, then only you can access your login from other devices. And this does not say to post your wall or mention your friends.
while an app is in sandbox mode/development mode, so “not live”, only
the users added as admins, developers, testers to the app can use it
and see content that was created through it. Only when you put it in
live mode, every user will be able to use it and see content made via
it.
I am currently investigating ways of remotely updating an Android app installed on a number of devices. The app in question is to be used on phones which we will provide to a number of demonstrators as part of product presentations. For this reason we don't want to publish the app on Google Play to be available for the public at large.
I've read that you can restrict access to the device on Google Play, but only according to criteria such as location, device type, android version, etc. Another way is to set up a version for beta testing, for which you can select testers, however this is only available to those who are part of a Google group or a Google+ community (according to here).
I've come across another post which details how to install an apk programmatically, however it appears to install the apk automatically, ie it doesn't appear to check whether or not the update is actually a new version.
One idea I have in mind is to upload new version on a repository and broadcast to devices which have the app installed, of which we have stored device ids. Is this possible?
What we do is sync periodically to a remote server during data entry on the app. During this sync, we check to see whether the device has the latest version of the software. If it doesn't, the new apk is downloaded and the user is prompted to install the software.
This is accomplished using a separate installer app we created. We have a service that keeps the app alive in the background, so it looks like the user never actually leaves the app during the install.
Would be happy to post code on the installer.
You can see the self installer here: https://github.com/techartist/SelfInstall-Jelly-Bean/
You should try Beta by Crashlytics, it's email-based.
You should try beta or alfa testing in gplay.
Also you can hardcode the date of ending and not to open application after this date.
I think I have the same problem as in this post.
I am using Unity4.3.0f4 and Facebook SDK 5.0.4 beta.
I use the correct key hash (not the debug one) which I obtained by FB.Android.KeyHash. On my own device, as well as on BlueStacks emulator, I manage to log in and FB.Feed normally. However, other users that have tested the app cannot login. FB.Login("publish_actions", callback) is called, the permission dialog is shown, the user taps OK and then returns to game. Result.text is then
{"is_logged_in":false, "user_id":"", "access_token":"", "access_token_expires_at":"01/01/0001 00:00:00"}
Any idea?
ps. On my phone i have an earlier version of the Facebook app, not the last one.
ps2. You can download my app and take part in the beta testing to see the problem yourself.
Ok, after all the problem was that I was trying to log in while immediately requesting the publish_actions permission, which by the way is NOT needed for FB.Feed().
FB.Login ("publish_actions", AuthCallback); // WRONG!!!!!!
Finally I used
FB.Login ("", AuthCallback); // Ok
and it works properly at last.
Make sure your test users can see the app.
My guess in your app is sandboxed and your test users are not listed on Developer Dashboard.
Either un-sandbox it, or add them as Testers(its in Roles tab)
I'm running a pay-per-install campaign on iOS an Android. The iOS installs seem to be tracking on the app dashboard, but no Android installs are being reported (there are installs though).
I'm trying to confirm reporting as described here.
You can confirm that the volume of installs is being correctly reported in the Insights section for your app in the App Dashboard under "Mobile App Installs". In addition, in the App Summary Page, after choosing your app, there is a time stamp 'Last Mobile Install Reported" for iOS and Android so that you can confirm that an install is being reported (see image below).
I'm calling AppEventsLogger.activateApp(getActivity(), getString(R.string.fb_app_id)); in my activities as instructed.
I also have the proguard lines to keep the SDK working.
Is there something else I'm missing? Is this a bug on Facebook's end?
It looks like misleading info in the documentation. Tracking was working. Real users are showing up on the dashboard, but my own devices were not.