[Unity] App doesn't enter splash screen on 4.0.0

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Miron Alex

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Jun 12, 2017, 6:53:25 PM6/12/17
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My app is not working anymore with Firebase Unity SDK v4.0.0.
It hangs right before the splash screen (not even the splash is shown)

2017-06-12 23:55:58.454113+0300 MYAPPNAME 1418:304970] [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.

2017-06-12 23:55:58.454 MYAPPNAME[1418] <Error> [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.


I am using Analytics, Auth, Database and RemoteConfig.
Simply changing the SDK to 3.0.1 does the trick, but there's a bug in firebase auth that stops me from being able to release the game on that version

Is there any other step that I need to make in 4.0.0 that I am not aware of?



Stewart Miles

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Jun 12, 2017, 7:07:17 PM6/12/17
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Could you share more details about your environment?
  • Unity version
  • Host OS
  • Xcode version
  • Target iOS SDK version
Are you able to reproduce the issue with our quickstart samples?

Cheers,
Stewart



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Miron Alex

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Jun 13, 2017, 9:50:25 AM6/13/17
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Thanks for your reply.
I am getting the same result with Unity 5.6.1f1 and 5.6.1p3, Mac OS Sierra 10.12.5, Xcode 8.3.3 (8E3004b), target iOS (7.0, 8.0, 9.0), running on iPhone 7 Plus with iOS 
The issue is not reproducible in the quickstart samples, not even merging them together in a single app.

Here's the full log.

2017-06-13 09:28:20.277401+0300 MYAPPNAME[1717:361043] [DYMTLInitPlatform] platform initialization successful

2017-06-13 09:28:20.368468+0300 MYAPPNAME 1717:360968] [MC] System group container for systemgroup.com.apple.configurationprofiles path is /private/var/containers/Shared/SystemGroup/systemgroup.com.apple.configurationprofiles

2017-06-13 09:28:20.369569+0300 MYAPPNAME[1717:360968] [MC] Reading from public effective user settings.

2017-06-13 09:28:20.373716+0300 MYAPPNAME[1717:360968] [core] SLComposeViewController isAvailableForServiceType com.apple.social.twitter

2017-06-13 09:28:20.382556+0300 MYAPPNAME 1717:360968] [core] SLComposeViewController isAvailableForServiceType got serviceType com.apple.social.twitter isAvailable 1

2017-06-13 09:28:20.382619+0300 MYAPPNAME[1717:360968] [core] SLComposeViewController isAvailableForServiceType com.apple.social.twitter returning 1

2017-06-13 09:28:20.382685+0300 MYAPPNAME[1717:360968] [core] SLComposeViewController isAvailableForServiceType com.apple.social.facebook

2017-06-13 09:28:20.382895+0300 MYAPPNAME 1717:360968] [core] SLComposeViewController isAvailableForServiceType got serviceType com.apple.social.facebook isAvailable 0

2017-06-13 09:28:20.393034+0300 MYAPPNAME 1717:361035] [WC] -[WCSession onqueue_handleUpdateSessionState:]_block_invoke dropping as pairingIDs no longer match. pairingID (null), client pairingID: (null)

2017-06-13 09:28:20.393973+0300 MYAPPNAME[1717:361035] [WC] WCSession is not paired

2017-06-13 09:28:20.409103+0300 MYAPPNAME 1717:361033] [core] SLComposeViewController _shareExtensionWithIdentifier: continuous discovery block got extensions (

    "<NSExtension: 0x174178a80> {id = com.apple.share.Flickr.post}",

    "<NSExtension: 0x174178c00> {id = com.apple.share.Vimeo.post}",

    "<NSExtension: 0x174179680> {id = com.apple.share.Facebook.post}",

    "<NSExtension: 0x174178d80> {id = com.apple.mobilenotes.SharingExtension}",

    "<NSExtension: 0x174178e40> {id = com.apple.mobileslideshow.StreamShareService}",

    "<NSExtension: 0x174178f00> {id = com.apple.share.TencentWeibo.post}",

    "<NSExtension: 0x174178fc0> {id = com.fogcreek.trello.trelloshare}",

    "<NSExtension: 0x174179080> {id = com.google.Drive.ShareExtension}",

    "<NSExtension: 0x174179140> {id = net.whatsapp.WhatsApp.ShareExtension}",

    "<NSExtension: 0x174179200> {id = com.apple.Music.MediaSocialShareService}",

    "<NSExtension: 0x1741792c0> {id = com.apple.share.Twitter.post}",

    "<NSExtension: 0x174179380> {id = com.apple.Health.HealthShareExtension}",

    "<NSExtension: 0x

2017-06-13 09:28:20.411408+0300 MYAPPNAME 1717:361033] [core] SLComposeViewController _shareExtensionWithIdentifier: continuous discovery block did update _identifierToShareExtensionMap {

    "com.apple.Health.HealthShareExtension" = "<NSExtension: 0x174179380> {id = com.apple.Health.HealthShareExtension}";

    "com.apple.Music.MediaSocialShareService" = "<NSExtension: 0x174179200> {id = com.apple.Music.MediaSocialShareService}";

    "com.apple.mobilenotes.SharingExtension" = "<NSExtension: 0x174178d80> {id = com.apple.mobilenotes.SharingExtension}";

    "com.apple.mobileslideshow.StreamShareService" = "<NSExtension: 0x174178e40> {id = com.apple.mobileslideshow.StreamShareService}";

    "com.apple.share.Facebook.post" = "<NSExtension: 0x174179680> {id = com.apple.share.Facebook.post}";

    "com.apple.share.Flickr.post" = "<NSExtension: 0x174178a80> {id = com.apple.share.Flickr.post}";

    "com.apple.share.SinaWeibo.post" = "<NSExtension: 0x174178cc0> {id = com.apple.share.SinaWeibo.post}";

    "com.apple.share.TencentWeibo.post" = "<NSExtension: 0x174178f00> {id = com.

2017-06-13 09:28:20.411878+0300 MYAPPNAME 1717:360968] [core] SLComposeViewController isAvailableForServiceType got extension <NSExtension: 0x174179680> {id = com.apple.share.Facebook.post} for extensionIdentifer com.apple.share.Facebook.post

2017-06-13 09:28:20.411923+0300 MYAPPNAME 1717:360968] [core] SLComposeViewController isAvailableForServiceType returning YES for overridden extensionIdentifier com.apple.share.Facebook.post

2017-06-13 09:28:20.411949+0300 MYAPPNAME[1717:360968] [core] SLComposeViewController isAvailableForServiceType com.apple.social.facebook returning 1

2017-06-13 09:28:20.411972+0300 MYAPPNAME[1717:360968] [core] SLComposeViewController isAvailableForServiceType com.apple.social.sinaweibo

2017-06-13 09:28:20.416233+0300 MYAPPNAME 1717:360968] [core] SLComposeViewController isAvailableForServiceType got serviceType com.apple.social.sinaweibo isAvailable 0

2017-06-13 09:28:20.416336+0300 MYAPPNAME 1717:360968] [core] SLComposeViewController isAvailableForServiceType got extension <NSExtension: 0x174178cc0> {id = com.apple.share.SinaWeibo.post} for extensionIdentifer com.apple.share.SinaWeibo.post

2017-06-13 09:28:20.416364+0300 MYAPPNAME[1717:360968] [core] SLComposeViewController isAvailableForServiceType com.apple.social.sinaweibo returning 0


2017-06-13 09:28:20.636636+0300 MYAPPNAME[1717:360968] -> registered mono modules 0x102cf5860

2017-06-13 09:28:20.753566+0300 MYAPPNAME 1717:360968] You've implemented -[<UIApplicationDelegate> application:didReceiveRemoteNotification:fetchCompletionHandler:], but you still need to add "remote-notification" to the list of your supported UIBackgroundModes in your Info.plist.

-> applicationDidFinishLaunching()

PlayerConnection initialized from /var/containers/Bundle/Application/F5DFEC19-AB22-40F9-8D92-F812E136E88C/MYAPPNAME.app/Data (debug = 0)

PlayerConnection initialized network socket : 0.0.0.0 55000

Multi-casting "[IP] 10.128.0.25 [Port] 55000 [Flags] 3 [Guid] 2516170864 [EditorId] 3345367322 [Version] 1048832 [Id] iPhonePlayer(Alexs-iPhone):56000 [Debug] 1" to [225.0.0.222:54997]...

Waiting for connection from host on [0.0.0.0:55000]...

PlayerConnection accepted from [192.168.0.103] handle:0x7

Started listening to [0.0.0.0:55000]

Player data archive not found at `/var/containers/Bundle/Application/F5DFEC19-AB22-40F9-8D92-F812E136E88C/MYAPPNAME.app/Data/data.unity3d`, using local filesystem2017-06-13 09:28:21.023476+0300 MYAPPNAME[1717:360968] Metal GPU Frame Capture Enabled

2017-06-13 09:28:21.025729+0300 MYAPPNAME[1717:360968] Metal API Validation Disabled

2017-06-13 09:28:21.095387+0300 MYAPPNAME 1717:360968] libMobileGestalt MobileGestaltSupport.m:153: pid 1717 (MYAPPNAME) does not have sandbox access for frZQaeyWLUvLjeuEK43hmg and IS NOT appropriately entitled

2017-06-13 09:28:21.095539+0300 MYAPPNAME[1717:360968] libMobileGestalt MobileGestalt.c:550: no access to InverseDeviceID (see <rdar://problem/11744455>)

2017-06-13 09:28:21.372746+0300 MYAPPNAME[1717:360968] [Crashlytics] Version 3.8.3 (120)

2017-06-13 09:28:21.542318+0300 MYAPPNAME 1717:361034] [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.

2017-06-13 09:28:21.542 MYAPPNAME 1717] <Error> [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.



On Tuesday, June 13, 2017 at 2:07:17 AM UTC+3, Stewart Miles wrote:
Could you share more details about your environment?
  • Unity version
  • Host OS
  • Xcode version
  • Target iOS SDK version
Are you able to reproduce the issue with our quickstart samples?

Cheers,
Stewart


On Mon, Jun 12, 2017 at 1:59 PM, Miron Alex <miro...@gmail.com> wrote:
My app is not working anymore with Firebase Unity SDK v4.0.0.
It hangs right before the splash screen (not even the splash is shown)

2017-06-12 23:55:58.454113+0300 MYAPPNAME 1418:304970] [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.

2017-06-12 23:55:58.454 MYAPPNAME[1418] <Error> [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.


I am using Analytics, Auth, Database and RemoteConfig.
Simply changing the SDK to 3.0.1 does the trick, but there's a bug in firebase auth that stops me from being able to release the game on that version

Is there any other step that I need to make in 4.0.0 that I am not aware of?



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Dimitri Akimaru

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Jun 13, 2017, 9:56:09 AM6/13/17
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Stuck now with Firebase SDK 4.0.0 and want to roll back to 3.0.1 to continue testing on the device. Do you know where I can find an older sdk version, can't seem to find one anywhere. :(

Dimitri Akimaru

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Jun 13, 2017, 9:56:10 AM6/13/17
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Yep same thing happens targeting iPhone 7 iOS 10.2


On Tuesday, June 13, 2017 at 8:07:17 AM UTC+9, Stewart Miles wrote:
Could you share more details about your environment?
  • Unity version
  • Host OS
  • Xcode version
  • Target iOS SDK version
Are you able to reproduce the issue with our quickstart samples?

Cheers,
Stewart


On Mon, Jun 12, 2017 at 1:59 PM, Miron Alex <miro...@gmail.com> wrote:
My app is not working anymore with Firebase Unity SDK v4.0.0.
It hangs right before the splash screen (not even the splash is shown)

2017-06-12 23:55:58.454113+0300 MYAPPNAME 1418:304970] [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.

2017-06-12 23:55:58.454 MYAPPNAME[1418] <Error> [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.


I am using Analytics, Auth, Database and RemoteConfig.
Simply changing the SDK to 3.0.1 does the trick, but there's a bug in firebase auth that stops me from being able to release the game on that version

Is there any other step that I need to make in 4.0.0 that I am not aware of?



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Dimitri Akimaru

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Jun 13, 2017, 9:56:21 AM6/13/17
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Yep, can confirm that it happens for me as well. 
Exactly same error and I only use Analytics, Auth and Database with Unity SDK v4.0.0.

Environment info:
macOS 10.12.5 
Unity 5.6.1f1
Xcode 8.3.3
Building for iOS 8.0 and above

 

On Tuesday, June 13, 2017 at 7:53:25 AM UTC+9, Miron Alex wrote:

Stewart Miles

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Jun 13, 2017, 10:43:29 AM6/13/17
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Miron you mentioned that you've been unable to reproduce the issue adding all Firebase plugins to a quickstart project that suggests an interaction with other non-Firebase Unity plugins in your project.  AFAIK we changed one swizzled method in the iOS analytics implementation and in the case of Unity we actually ended up removing incorrect swizzling of application:openURL:options:.  If you remove Firebase from your project do things start working?  Could you share the other plugins being used in your project?

Dimitri do you use other Unity plugins in your projects?  Have you also tried disabling other plugins to narrow down the interaction?

Cheers,
Stewart



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Dimitri Akimaru

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Jun 13, 2017, 12:42:17 PM6/13/17
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Thank you Stewart for your reply, other plugins include Facebook SDK and OneSignal. Is it possible to get an earlier Firebase SDK version? As mentioned I am stuck right now at a black launch screen (before even made with Unity) and nothing can be tested on a device. Thank you.


On Tuesday, June 13, 2017 at 11:43:29 PM UTC+9, Stewart Miles wrote:
Miron you mentioned that you've been unable to reproduce the issue adding all Firebase plugins to a quickstart project that suggests an interaction with other non-Firebase Unity plugins in your project.  AFAIK we changed one swizzled method in the iOS analytics implementation and in the case of Unity we actually ended up removing incorrect swizzling of application:openURL:options:.  If you remove Firebase from your project do things start working?  Could you share the other plugins being used in your project?

Dimitri do you use other Unity plugins in your projects?  Have you also tried disabling other plugins to narrow down the interaction?

Cheers,
Stewart


On Tue, Jun 13, 2017 at 2:57 AM, Dimitri Akimaru <aki...@myndly.com> wrote:
Yep, can confirm that it happens for me as well. 
Exactly same error and I only use Analytics, Auth and Database with Unity SDK v4.0.0.

Environment info:
macOS 10.12.5 
Unity 5.6.1f1
Xcode 8.3.3
Building for iOS 8.0 and above

 

On Tuesday, June 13, 2017 at 7:53:25 AM UTC+9, Miron Alex wrote:
My app is not working anymore with Firebase Unity SDK v4.0.0.
It hangs right before the splash screen (not even the splash is shown)

2017-06-12 23:55:58.454113+0300 MYAPPNAME 1418:304970] [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.

2017-06-12 23:55:58.454 MYAPPNAME[1418] <Error> [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.


I am using Analytics, Auth, Database and RemoteConfig.
Simply changing the SDK to 3.0.1 does the trick, but there's a bug in firebase auth that stops me from being able to release the game on that version

Is there any other step that I need to make in 4.0.0 that I am not aware of?



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Miron Alex

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Jun 13, 2017, 12:42:26 PM6/13/17
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I just removed OneSignal and it works like a charm now.
I wanted to switch my remote notifications to use firebase anyway.
I guess that was lucky on my end.
Dimitri, do you use OneSignal too?


On Tuesday, June 13, 2017 at 5:43:29 PM UTC+3, Stewart Miles wrote:
Miron you mentioned that you've been unable to reproduce the issue adding all Firebase plugins to a quickstart project that suggests an interaction with other non-Firebase Unity plugins in your project.  AFAIK we changed one swizzled method in the iOS analytics implementation and in the case of Unity we actually ended up removing incorrect swizzling of application:openURL:options:.  If you remove Firebase from your project do things start working?  Could you share the other plugins being used in your project?

Dimitri do you use other Unity plugins in your projects?  Have you also tried disabling other plugins to narrow down the interaction?

Cheers,
Stewart


On Tue, Jun 13, 2017 at 2:57 AM, Dimitri Akimaru <aki...@myndly.com> wrote:
Yep, can confirm that it happens for me as well. 
Exactly same error and I only use Analytics, Auth and Database with Unity SDK v4.0.0.

Environment info:
macOS 10.12.5 
Unity 5.6.1f1
Xcode 8.3.3
Building for iOS 8.0 and above

 

On Tuesday, June 13, 2017 at 7:53:25 AM UTC+9, Miron Alex wrote:
My app is not working anymore with Firebase Unity SDK v4.0.0.
It hangs right before the splash screen (not even the splash is shown)

2017-06-12 23:55:58.454113+0300 MYAPPNAME 1418:304970] [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.

2017-06-12 23:55:58.454 MYAPPNAME[1418] <Error> [Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8.


I am using Analytics, Auth, Database and RemoteConfig.
Simply changing the SDK to 3.0.1 does the trick, but there's a bug in firebase auth that stops me from being able to release the game on that version

Is there any other step that I need to make in 4.0.0 that I am not aware of?



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Stewart Miles

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Jun 13, 2017, 12:54:37 PM6/13/17
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Sounds like we'll need to pull down OneSignal and take a look at what's going on.  Thanks for the report.

In terms of getting prior releases they're all archived on dl.google.com, e.g

etc..

Cheers,
Stewart

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Dimitri Akimaru

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Jun 14, 2017, 9:54:03 AM6/14/17
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Awesome, thanks for the link to the prior SDK releases. Can confirm that removing OneSignal gets me past the launch screen, though the error message persists. Here is a screenshot of the first few lines up until the initialization of the Firebase occurs in my app (which is the first thing that happens). Any idea as to why this happens?

Thanks Miron for pointing out that it was OneSignal. Incidentally I was in between switching so this makes things clear.
Screen Shot 2017-06-14 at 6.36.17 PM.png

Stewart Miles

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Jun 14, 2017, 12:30:38 PM6/14/17
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Oh that error message is benign.

In the Unity and C++ SDKs since the user doesn't necessarily get to run code in didFinishLaunchingWithOptions in order to configure FIRApp we defer app initialization till later.

There are some code paths in the iOS SDK that try to grab the current FIRApp from various swizzled app delegate methods which causes these errors to pop out 

We'll poke the iOS SDK team to see whether there is a way we can suppress these error messages in the C++ and Unity SDKs.

Cheers,
Stewart

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Dimitri Akimaru

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Jun 14, 2017, 11:47:10 PM6/14/17
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Got it Stewart, thanks for letting me know.

jo...@onesignal.com

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Jun 27, 2017, 8:23:27 PM6/27/17
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Hey Stewart,

I am OneSignal's SDK developer. We sizzle application:didFinishLaunchingWithOptions: in our Unity SDK. We do call the original implementation so it shouldn't interfere. See our OneSignalUnityRuntime.m to see how we swizzle it.

The OneSignal iOS native SDK used by the Unity SDK also swizzles a few more methods in UIApplicationDelegate as well as methods in UNUserNotificationCenter. Again we ensure we call the original implementations to ensure we don't prevent any other delegates from firing. Our native iOS SDK source below so you can investigate fro your end.

You noted you swizzle in the Firebase SDK as well. Is this limited to just your native iOS SDK?
https://github.com/firebase/firebase-ios-sdk

Or is their additional swizzling in your Unity SDK? Is the Unity SDK still closed source and will it be in the future?

Thanks.

Stewart Miles

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Jun 27, 2017, 9:06:05 PM6/27/17
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Hi Josh,

On Tue, Jun 27, 2017 at 5:14 PM, <jo...@onesignal.com> wrote:
Hey Stewart,

I am OneSignal's SDK developer. We sizzle application:didFinishLaunchingWithOptions: in our Unity SDK. We do call the original implementation so it shouldn't interfere. See our OneSignalUnityRuntime.m to see how we swizzle it.

The OneSignal iOS native SDK used by the Unity SDK also swizzles a few more methods in UIApplicationDelegate as well as methods in UNUserNotificationCenter. Again we ensure we call the original implementations to ensure we don't prevent any other delegates from firing. Our native iOS SDK source below so you can investigate fro your end.


I was under the impression that folks now had working projects when using OneSignal + Firebase is this not the case?
 
You noted you swizzle in the Firebase SDK as well. Is this limited to just your native iOS SDK?
https://github.com/firebase/firebase-ios-sdk


Most of the swizzling is performed in the iOS SDK but we also swizzle methods in the C++ SDK which sits on top.  i.e we have Unity / C# --> C++ (swizzling) --> iOS (swizzling)
 
Or is their additional swizzling in your Unity SDK? Is the Unity SDK still closed source and will it be in the future?


As described above, yep we have additional swizzling.  Yes the Unity and C++ SDKs will remain closed source for the moment.  It's a large amount of work to open source and we're investing elsewhere at the moment.
 
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jo...@onesignal.com

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Jun 27, 2017, 10:14:56 PM6/27/17
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Thanks for the quick reply Stewart. It seems others could not reproduce the issue with your quickstart project + OneSignal but we received a report today on our github repo of this freezing issue.

I'll see if we can get more information on what reproduces the issue as it seems it take more than just your quickstart project + OneSignal.
Hi Josh,

Krzysztof Wolski

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Jun 29, 2017, 11:37:18 AM6/29/17
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I have the same issues - Unity project with Firebase 4.0.0 won't show up a splashscreen. I had removed OneSignal but no changes. 

I've tried to create a sample project and everything is ok. Any ideas how to resolve this issue?

Stewart Miles

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Jun 29, 2017, 11:53:34 AM6/29/17
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Ok I guess this isn't resolved, we'll take a look on our end.

To reproduce I assume we just need to add OneSignal + any Firebase plugin into a project e.g FirebaseAnalytics.unitypackage ?

Cheers,
Stewart

On Thu, Jun 29, 2017 at 5:33 AM, Krzysztof Wolski <krzyszto...@gmail.com> wrote:
I have the same issues - Unity project with Firebase 4.0.0 won't show up a splashscreen. I had removed OneSignal but no changes. 

I've tried to create a sample project and everything is ok. Any ideas how to resolve this issue?

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rom...@wissl.co

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Jun 30, 2017, 12:32:14 PM6/30/17
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Hi Stewart,

This is the sample I've made of this issue, it's only the QuickStart Firebase Auth sample and OneSignal SDK. 

Romaric

Le jeudi 29 juin 2017 17:53:34 UTC+2, Stewart Miles a écrit :
Ok I guess this isn't resolved, we'll take a look on our end.

To reproduce I assume we just need to add OneSignal + any Firebase plugin into a project e.g FirebaseAnalytics.unitypackage ?

Cheers,
Stewart
On Thu, Jun 29, 2017 at 5:33 AM, Krzysztof Wolski <krzyszto...@gmail.com> wrote:
I have the same issues - Unity project with Firebase 4.0.0 won't show up a splashscreen. I had removed OneSignal but no changes. 

I've tried to create a sample project and everything is ok. Any ideas how to resolve this issue?

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mun...@mindravel.com

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Jul 9, 2017, 7:10:53 PM7/9/17
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I just had the same issue with Unity5.6.1f1 

I have the following plugins in my Unity project:
- Android Native
- IOS Native
- Facebook SDK
- HeyZap with (Admob, Chartboost, AppLovin and Vungle)
- Firebase (latest)
- OneSignal (latest)

They were all working fine on Android build. When i ported to IOS and made the build, it was having the black screen issue. It just wouldn't go on to the Splash screen and be stuff forever. 

I followed this link and deleted the OneSignal plugin from my project and now everything is working fine for me.

Has this issue been solved? Because (Push Notifications) are vital for my project. If not, can anyone please suggest an alternative to OneSignal for Push Notifications please? 

Is Firebase's Push Notifications integration as easy and good as OneSignal?

Waiting for a help. Thanks.

Stewart Miles

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Jul 10, 2017, 11:50:21 AM7/10/17
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Hi everyone, this is on our list of items to get to.  When we have a patch I'll post an update.

Cheers,
Stewart

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Stewart Miles

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Aug 1, 2017, 2:24:36 PM8/1/17
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Hi everyone, thanks for your patience.  We have resolved this issue in our 4.0.3 https://firebase.google.com/support/release-notes/unity .

Cheers,
Stewart

Stewart Miles

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Aug 23, 2017, 7:28:18 PM8/23/17
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Hi everyone,

Just to follow up on the spurious "[Firebase/Core][I-COR000003] The default Firebase app has not yet been configured. Add `[FIRApp configure];` (`FirebaseApp.configure()` in Swift) to your application initialization. Read more: https://goo.gl/ctyzm8." error message that has plagued our bug reports.  This is fixed in the 4.1.0 release of the Firebase Unity SDK.  We needed to make changes to the iOS 4.1.0 SDK and the C++ 4.1.0 SDK to squelch this message which wasn't applicable when initializing the iOS SDK in game development environments. For more information, see https://firebase.google.com/support/release-notes/unity#4.1.0

Cheers,
Stewart
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