Facebook-sdk-for-unity: Facebook Unity SDK Linking error

Created on 4 Feb 2018  ·  43Comments  ·  Source: facebook/facebook-sdk-for-unity

Hello,

I have added the Facebook Unity SDK, and when I try to run it on Xcode, it gives an error during linking. There are no other 3rd party plugins apart from Facebook.

Undefined symbols for architecture arm64:
"_ui", referenced from:
_CanvasFacebook_ui_m4186985473 in Bulk_Facebook.Unity_0.o
(maybe you meant: __ZN7plcrash5async34plcrash_async_dwarf_read_uintmax64IyEE15plcrash_error_tP21plcrash_async_mobjectPK23plcrash_async_byteordermlhPT_, _Unityplcrash_async_mobject_read_uint32 , _Unityplcrash_async_task_read_uint64 , _plcrash_async_task_read_uint8 , _png_get_uint_32 , _UNITY_png_get_uint_31 , _stbir_resize_uint16_generic , _stbir_resize_uint8_generic , _stbir_resize_uint8 , _UNITY_png_save_uint_16 , _Unityplcrash_async_mobject_read_uint16 , _uintUniformFuncs , _Unityplcrash_async_mobject_read_uint64 , _png_get_uint_16 , _CanvasFacebook_ui_m4186985473 , _plcrash_async_task_read_uint16 , _CanvasScaler_set_uiScaleMode_m1089684310 , _UNITY_png_save_uint_32 , _Unityplcrash_async_mobject_read_uint8 , _Unityplcrash_async_task_read_uint32 , _CanvasScaler_get_uiScaleMode_m424842665 , _stbir_resize_uint8_srgb_edgemode , _stbir_resize_uint8_srgb )
"_activateApp", referenced from:
_CanvasFacebook_activateApp_m3886921503 in Bulk_Facebook.Unity_0.o
_CanvasFacebook_ActivateApp_m946310245 in Bulk_Facebook.Unity_0.o
(maybe you meant: _CanvasFacebook_activateApp_m3886921503)
"_initScreenPosition", referenced from:
_CanvasFacebook_initScreenPosition_m2210395772 in Bulk_Facebook.Unity_0.o
_CanvasFacebook_Init_m4156905438 in Bulk_Facebook.Unity_0.o
(maybe you meant: _CanvasFacebook_initScreenPosition_m2210395772)
"_logPurchase", referenced from:
_CanvasFacebook_logPurchase_m3032031329 in Bulk_Facebook.Unity_0.o
(maybe you meant: _CanvasFacebook_logPurchase_m3032031329)
"_logout", referenced from:
_CanvasFacebook_logout_m115309677 in Bulk_Facebook.Unity_0.o
_CanvasFacebook_LogOut_m292792237 in Bulk_Facebook.Unity_0.o
(maybe you meant: _CanvasFacebook_logout_m115309677)
"_init", referenced from:
_CanvasFacebook_init_m1733547387 in Bulk_Facebook.Unity_0.o
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ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

Can you please check and advice what the issue could be?

Thanks!

Most helpful comment

Yes I am able to verify that the temporary file provided by @chamnassi2 (much thanks 👍 ) is able to solve the issue.

For those who may want more details about how I did it, you can refer to my notes below!
Unity version: 2017.3.0f3
FacebookSDK version: 7.11.0

  1. I removed Facebook.Unity.dll from the Facebook SDK package in your Unity project here FacebookSDK > Plugins > Facebook.Unity.dll.
  2. I pasted the temporary file Facebook.Unity.dll linked above by @chamnassi2 here.
  3. Run your Unity project to make sure everything still works. Depending on how you did steps 1 & 2, you might need to update your Facebook App ID again. You may do so by clicking on Facebook on your Unity project's toolbar and going to Edit Settings.
  4. Build your XCode project and open it.
  5. Build your project in XCode. Here, for me, I had some errors related to the Bitcode setting, so I went to my Build Settings and set Enable Bitcode in the section called Build Options to "No".
  6. You should be able to build now.

All 43 comments

Update: Getting the same above error even on an empty new project which has only the FacebookSDK.

Unity 5.6.4.p1
Facebook Unity SDK 7.11.0
XCode 9.2
Building for iOS 10.0 as deployment target

Please advice!

I'm having the same issue. Unity 2013.3.0f3
@msureka Please let me know if you manage to fix it.

The issue is not present in 7.10.0

Same here - Unity 5.6 linker issues on iOS. Also some binary libraries built without bitcode

Same problem. Forced to rollback to 7.10.0

Same here with 2017.2.1f1.

Me too ☹️ 2017.3.0f3

Had same issue while trying building for Android, Unity 2017.3.0.p4

Same here,

7.11.0 uses iOS library to v4.28.0
It lookes like iOS v4.29.0 fixed some bug the is related:
"Emission of bitcodes for XCode 9 / iOS 11 SDK" (https://developers.facebook.com/docs/ios/change-log-4x)

Can someone compile latest iOS SDK (4.30.0) to Unity?

Same here

I resolved.

I wrote to
https://developers.facebook.com/bugs/965852950229310/

UPDATED.

7.11.0 Facebook.Unity.dll removed Facebook.Unity.Canvas namespace.

Don't forget.
Just temporary file.
https://drive.google.com/open?id=13dJ5lC4OxWOjwra0TWh2qpCryekAw8Jw

same issue for me!
using 7.10.1

The temporary file worked guys! thank you, @chamnassi2 !!!!

Yes I am able to verify that the temporary file provided by @chamnassi2 (much thanks 👍 ) is able to solve the issue.

For those who may want more details about how I did it, you can refer to my notes below!
Unity version: 2017.3.0f3
FacebookSDK version: 7.11.0

  1. I removed Facebook.Unity.dll from the Facebook SDK package in your Unity project here FacebookSDK > Plugins > Facebook.Unity.dll.
  2. I pasted the temporary file Facebook.Unity.dll linked above by @chamnassi2 here.
  3. Run your Unity project to make sure everything still works. Depending on how you did steps 1 & 2, you might need to update your Facebook App ID again. You may do so by clicking on Facebook on your Unity project's toolbar and going to Edit Settings.
  4. Build your XCode project and open it.
  5. Build your project in XCode. Here, for me, I had some errors related to the Bitcode setting, so I went to my Build Settings and set Enable Bitcode in the section called Build Options to "No".
  6. You should be able to build now.

@NatashaKSS thanks for the detailed instructions, I was able to solve it as well using version of Unity 2017.2.0f3.

@chamnassi2 Using your dll significantly reduced the number of errors for me but I'm still left with 1:

Undefined symbols for architecture arm64:
  "_FBRewardedVideoAdBridgeOnVideoComplete", referenced from:
      _RewardedVideoAdBridgeIOS_FBRewardedVideoAdBridgeOnVideoComplete_m2350798992 in Bulk_Assembly-CSharp_0.o
      _RewardedVideoAdBridgeIOS_Create_m2690962177 in Bulk_Assembly-CSharp_0.o
     (maybe you meant: _RewardedVideoAdBridgeIOS_FBRewardedVideoAdBridgeOnVideoComplete_m2350798992)
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

P.S. I'm also using Facebook Audience Network

@sarebots hi.
I did not use Facebook Audience Network.

Like your log, "FBRewardedVideoAdBridgeOnVideoComplete" was not found in the framework.

But I found something else.
"FBRewardedVideoAdBridgeOnComplete" in the framework!!!!!!!!!!!!

You can find the external call in RewardedVideoAd.cs (line 607).

[DllImport ("__Internal")]
         private static extern void FBRewardedVideoAdBridgeOnVideoComplete (int uniqueId,
         FBRewardedVideoAdBridgeExternalCallback callback);

If you change this as below, I think there is a possibility that it will work.
(FBRewardedVideoAdBridgeOnVideoComplete -> FBRewardedVideoAdBridgeOnComplete)

[DllImport ("__Internal")]
         private static extern void FBRewardedVideoAdBridgeOnComplete (int uniqueId,
         FBRewardedVideoAdBridgeExternalCallback callback);

I have not tested it, but I hope you will share the test results.
If your test results are successful, the project was not tested enough.

@chamnassi2
I tried your fix (FBRewardedVideoAdBridgeOnVideoComplete -> FBRewardedVideoAdBridgeOnComplete) and I'm able to build the app now however it no longer shows rewarded video ads and this is what I'm getting in log:
RewardedVideo ad failed to load with error: Error Domain=com.facebook.ads.sdk Code=1001 "No fill" UserInfo={NSLocalizedDescription=No fill, FBAdErrorDetailKey={

@sarebots I'm sorry. I can not help about runtime issue.

i'm sorry facebook doesn't release an emergency patch for this. You can't build at all on unity for iOS! Do they even test it? :?

Facebook doesn't give a damn, you're pretty much forced to use their services anyway, so why would they bother with quality assurance?

What the hell Facebook... What kind of mokeys are working theree??

painful having to do this; but thanks for the temp file. seems to have broken my fb login code, but at least it deploys.

Don't worry guys, it's only 26 days on "open" status. It's not like this is urgent right?

I got an email from Facebook today saying:

"Your Facebook SDK for iOS is out of date and missing important iOS 11 fixes that make it easier for people to log into your app. When you upgrade to the latest SDK, fewer people will have to re-enter their Facebook username and password to use your app because their logged in state is maintained in Safari. On average, we have seen a 14% better log in success rate on iOS 11 for apps using our latest SDK upgrade."

We're using Unity SDK 7.10.1 because 7.11.0 is broken on iOS - and now this email...

We got the same yeah... We are out of date but can't update. 👍

Same here, please fix it! Will try the workaround suggested.

Please Fix !!!

I can confirm that suggested workaround works fine.

They released 7.11.1 hotfix, claiming that it was fixed, trying now...

Any update on this?

It was fixed in 7.11.1 onwards, but I got the same issue in 7.12.1.
Rolled back to 7.12.0, works fine.

Just every single time, when I'm about to update FB SDK, the latest one will always come with problem!
Luckily @sarebots you stated that this issue is still happening in 7.12.1
Now I have rolled back to 7.12.0, works fine for me too.

God dammit, i went from 7.11.1 with the fix, read the patch notes that it was fixed, then installed 7.12.1 and its back again. I really wish Facebook would test their builds with an actual deployment.

Do they have Unit Testings? 😂

back to
7.12.0 or 7.10.1 work fine (tested)

7.12.1 still have the issue.

back to 7.12.0 works fine.hahhahaa

Is there any news on a fix for this? We would like to at least get the fixes that removed warnings log spam that were in 7.12.1, but we're stuck on 7.12.0 due to this issue.

There is a new update that fixes the problem 7.12.2

Unity 2017.4.17f1
Facebook SDK 7.15.1(latest for now) 7.15.0 and 7.12.2 didn't work for us.

7.12.0 works fine

The issue is the platform of plugin not setup correctly. I think you can fix that by selecting the correct platform in the inspector. After importing the SDK, You can go to the inspector of FacebookSDK -> Plugins and check the platform of each plugin. For example, only select Android for Android plugin and only WebGL for Canvas plugin.

What @KylinChang suggests works. Plugins to change platform:

Plugins/Android/Facebook.Unity.IOS
Plugins/Canvas -> Change canvas related to WebGL
Plugins/IOS/Facebook.Unity.IOS

It's funny to have Facebook.Unity.IOS dll inside Android folder though. If you dont check it, your build wont work :/

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