-
Notifications
You must be signed in to change notification settings - Fork 38
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Bug] INVALID_APP_ID error on Android #1017
Comments
I couldn't figure out how to label this issue, so I've labeled it for a human to triage. Hang tight. |
Hey @SHiLLySiT, thanks for reaching out. So far, I'm not experiencing any issues with running our quickstart Auth in the Unity Editor, and in an Android Emulator with either custom keystore or debug keystore. That said, could you answer a few questions below just as a sanity check:
Let me know if these help. Thanks! |
Hi @argzdev, thanks for the reply! To clarify, I don't think this is a problem on your end. Our project has a production and development Firebase project, and the development one had been working just fine. I think I've just missed something when flipping it over to production, but I'm just having trouble figure out what because the error isn't specific enough about the issue.
Let me know if you have any other ideas! EDIT: We also support WebGL and iOS, both of which are working with the production Firebase project, so I think its something specific to the Android. I'm not sure if it matters, but I had deleted a few previous Android apps from the console as we had some miscommunication on what the bundle id was. However I've double checked that the bundle id for the active app is the correct one. |
I pulled the ADB logs from a development build, stack trace wasn't super helpful:
But there was this system log:
I'm still not quite sure what the issue is, but seems more likely its related to the |
Okay turns out that this is a bug 😕 I'd change the tag on this but looks like I don't have permissions to. When integrating Firebase initially into our project, I made a local build with the configs for the development project and checked in the auto-generated file My work around for now was just to manually check in the updated Also related: I've been perplexed that there isn't guidance on what files can be ignored. I initially assumed all auto generated files could be ignored, which seemed to be supported by this comment. However, after running into other issues, I ended up checking in all files. Still not clear if this is what's intended or not, so would be awesome to have some official documentation on that. |
Hey @SHiLLySiT, I must say this is an impressive investigation. Thanks for sharing your thoughts and the outcome of the investigation. This has been very insightful. Can you explain more about your usage of Unity Headless? Correct me if I'm wrong, from my understanding, you have a production pipeline that whenever files are checked-in, it will automatically build, generate, and run a unity headless server. Which in this case, does not re-generate the As for the documentations, we'll try and work something out, I'll have to bring it up to our engineers for discussion. |
@argzdev No problem! When referring to running Unity headless, I was referring to running Unity via command line without the GUI. We specifically use the I was trying to get you a simple project that reproduces the issue, however I can't seem to cut down the project enough to git past Github's file size limit 😕 However it was simple to setup:
Important note: this behaves a slightly differently than what I described in my previous comment. Once the file |
Hey @SHiLLySiT, thanks for the extra information. We really appreciate it! I was able to reproduce the behavior by testing a bunch of scenarios. Scenario 1
Scenario 2
Scenario 3
Scenario 4
I'll go ahead and inform our engineering team to see what we can do here. Thanks! |
I ran into this same problem on another project. This time with Firebase 12.1.0 and Unity 2022.3.36. |
What is your question?
I'm troubleshooting what is likely a configuration error on my end, but I'm having trouble narrowing down the problem due to a vague error message.
Our build fails to login with the error
An internal error has occurred. [ INVALID_APP_ID ]
. Frustratingly this is only occurring when the game is built in our production pipeline, so I don't have a full call stack.I can't find any documentation that specifies what app id the error is referring to (e.g. is it the mobile bundle id, the Firebase app id, or something else) other than this page which simply has
INVALID_APP_ID
's string value. This page has a list of helpful descriptions of exceptions, but I'm not sure which one this error maps to, if any.Can someone provide some additional info on why the
INVALID_APP_ID
error occurs, and what might be some things to look into?Firebase Unity SDK Version
11.7.0
Unity editor version
2022.3.10
Installation Method
.unitypackage
Problematic Firebase Component(s)
Authentication
Other Firebase Component(s) in use
Authentication
Additional SDKs you are using
No response
Targeted Platform(s)
Android
Unity editor platform
Windows
Scripting Runtime
IL2CPP
Release Distribution Type
Pre-built SDK from https://firebase.google.com/download/unity
The text was updated successfully, but these errors were encountered: