Is there a problem with facebook authentication?
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2 days ago I test facebook auth using the example and it's worked fine. I didn't change anything today but now it's getting an error Error authenticating to Photon using Facebook: no valid
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Hi,
I have the same problem. Is it solved or should I send an email?
First Error:OperationResponse 230: ReturnCode: 32755 (no valid). Parameters: {} Server: NameServer Address: ns.exitgames.com:5058 UnityEngine.Debug:LogError(Object) Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/ThirdParty/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2442) Photon.Realtime.LoadBalancingClient:OnOperationResponse(OperationResponse) (at Assets/ThirdParty/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2522) ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(StreamBuffer) ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() Photon.Pun.PhotonHandler:Dispatch() (at Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:223) Photon.Pun.PhotonHandler:FixedUpdate() (at Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:149)
Second Error:Error authenticating to Photon using Facebook: no valid UnityEngine.Debug:LogErrorFormat(String, Object[]) SDK_Initializer:OnCustomAuthenticationFailed(String) (at Assets/Scripts/SDK_Initializer.cs:93) Photon.Realtime.ConnectionCallbacksContainer:OnCustomAuthenticationFailed(String) (at Assets/ThirdParty/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:3989) Photon.Realtime.LoadBalancingClient:OnOperationResponse(OperationResponse) (at Assets/ThirdParty/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2531) ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(StreamBuffer) ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() Photon.Pun.PhotonHandler:Dispatch() (at Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:223) Photon.Pun.PhotonHandler:FixedUpdate() (at Assets/ThirdParty/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:149)
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Is this still happening?0
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It's working fine now0