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On your FB.Login make sure you request the action public void FBLogin() { FB.Login("email, publish_actions", AuthCallback); }


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There is several different ways to accomplish this task, I found the best way for me was to use a bool and if statement like if(!PauseManager.paused) You could do something like if(!LoginPanelActive) or something then if it is paused or active the buttons just won't trigger and will not until you want them to again. This will also block drags across mobile ...


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if (FB.IsLoggedIn) { FB.Feed( linkCaption: "YourGame", picture: "http://YourImageLink.png", linkName: "YourGameMessage!", link: "http://apps.facebook.com/" + FB.AppId + "/?challenge_brag" + (FB.IsLoggedIn ? FB.UserId : "guest") ); }


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If all you want to do is post to the feed and that's it. You can do so without the fb sdk or doing anything extra. This will only post to the wall of the person who is logged in at the time or the person you log in as during the Call. If that's all you want then I suggest removing the sdk and all the scripts that come with it and then use this on a event ...


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replace the link to something like this link: "http://apps.facebook.com/" + FB.AppId + "/?challenge_brag" + (FB.IsLoggedIn ? FB.UserId : "guest")


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This is a known bug in their SDK for Unity: https://developers.facebook.com/bugs/598200610227965/ There is a workaround, you can change the DialogMode in the FbUnityInterface.mm From this self.dialogMode = NativeDialogModes::FAST_APP_SWITCH_SHARE_DIALOG; To this self.dialogMode = NativeDialogModes::WEBVIEW_DIALOG_MODE;



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