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Too many conflicts between Firebase External Dependency Manager (1.2.175) and Facebook SDK (15.1.0) #667
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Hi @JordiFB, I was wondering if you could help me with this issue, please. Thank you a lot in advance. |
This comment on issue firebase/quickstart-unity#647 helped me to be able to build my project again. Just delete the However, I cannot run my app yet. Now I am facing issue #659 again (app crashes at launch on iOS device). I had faced it before, see my comments in such issue. P.S. One difference from my comment in issue #659 is that now my development version crashes at launch too (not just my production version). At least this will allow me to debug the problem more carefully. I hope that once I find a solution/workaround to my development version, then my production version will behave the same way. |
@josealvarez97 Could you check the latest version 16.0.0? We reorganized the External Dependencies Manager folder to make easy for you to not import, just in case you have another plugin like Firebase. Upgrade guide here: https://developers.facebook.com/docs/unity/upgrading-7.x |
I'm using version 16.0.0 along with a Firebase module I downloaded a while ago, and I had the same error. |
@snappedToGrid FB Unity SDK is delivered with External Dependencies manager v1.2.166. If another plugin like Firebase requires a higher version, you can delete it ( delete the 1.2.166 folder ) or not import the 1.2.166 folder when you are importing the plugin into your project. |
Checklist
Environment
Describe your dev environment here, giving as many details as possible. If you have them, make sure to include:
2021.3.16f1
15.1.0
iOS
(minimum target version13
)— Xcode version14.2
Google APIs for Unity (imported as .tgz tarballs via Unity Package Manager—which is the recommended method by Firebase staff)
1.2.175
10.3.0
10.3.0
10.3.0
Goals
What do you want to achieve?
I want to implement Facebook SDK alongside Firebase External Dependency Manager and other Firebase libraries.
Expected Results
What do you expect to happen?
I would like to implement both libraries without them conflicting with each other.
Actual Results
What actually happened? Can you provide a stack trace?
My Firebase integration has been working fine for weeks, but the Facebook SDK for Unity conflicts with it because of duplicate DLLs.
(
/Library/PackageCache/
— DLL from Google APIs for Unity.tgz
tarball)(
/Assets/
— DLL from Facebook SDK.unitypackage
custom package)In reality, it's not just the Google Version Handler, but all DLLs inside the external dependency manager.
For the record, here are all the compile errors thrown by Unity. They all illustrate the exact same point though.
This is how my
/Library/PackageCache
directory would look if I remove the duplicate DLLs:After attempting to remove the duplicate DLLs located in
/Library/PackageCache
(these would be the versions installed via Google APIs for Unity which I imported as .tgz tarballs via Unity Package Manager), I get the following error when attempting to build my project.I had never encountered this error before, and most workarounds on the internet (example 1, example 2, example 3) have failed to resolve the issue on my system.
What is relevant for the maintainers of this repo is that this error seems to come from the Google DLLs imported by the Facebook SDK for Unity. That is, the same DLLs that I had to de-duplicate are now causing problems. The latest versions of these DLLs did not cause these problems when imported directly from Google, but they break the project when imported from the Facebook SDK.
Ideally, I should be able to remove the Google DLLs that come from the Facebook SDK for Unity. If I am not mistaken, this is not trivial for
.unitypackage
imports. When I try to remove them, the Facebook SDK complains that is unable to find them. Please, consider following up on this other issue #430 asking for a version of the Facebook SDK that can be imported as a .tgz tarball via Unity Package Manager. To the best of my understanding, this would avoid conflicts with duplicates DLLs.The best solution to this problem would be the one that resolves the issue of of duplicate DLLs. The Facebook SDK for Unity should be able to tell whether the Google APIs for Unity are already located in the project, either in
/Library/PackageCache/
or/Assets/
. A workaround for the Cocoapods issue would not exactly be the best way to go, but I'll appreciate any advice about how I can move forward with my project.Steps to Reproduce
What are the steps necessary to reproduce this issue?
15.1.0
). (Note: I have also tried downgrading to version 14 without success.)/Library/PackageCache
.You should see an stack trace with the following error
Code Samples & Details
Here's a link to a public GitHub repository that you can use to reproduce the issue. Please note that you will have to have Git LFS installed given that I placed the tarballs in the Assets folder.
You won't need a
GoogleService-Info.plist
file or a Facebook app ID to reproduce the conflict between dependencies on your console.The text was updated successfully, but these errors were encountered: