title: FB.ActivateApp() not showing installs on fb dashboard
body: <p>I'm losing my mind here. Using the facebook unity sdk, i call init(), then on init callback i call FB.ActivateApp(), and FB.AppEvents.LogEvent(Facebook.FBAppEventName.ActivatedApp) for good measure, and i'll be damned if i can reliably see any events being reported on the dashboard.</p>
  
  <p>There seem to be plenty of posts of people having similar issues, many left unanswered for a long time, others with useless suggestions. One says FB app needs to be installed. Does it? Is that in the documentation somewhere? And isn't that a really lame requirement since people can use FB in a browser?</p>
  
  <p>When I didn't have FB installed, sure enough i get an exception: "No attribution id available to send to server". Does that mean the event is just completely dropped?</p>
  
  <p>On ActivateApp I get this in the log, but it's labeled 'D', so I'm guessing not serious, and not sure what i could possibly do about it in the context of a Unity app:</p>
  
  <p>D/com.facebook.AppEventsLogger(30663): To set source application the context of activateApp must be an instance of Activity</p>
  
  <p>On logEvent the log just shows this:</p>
  
  <p>AppEvents({"logEvent":"fb_mobile_activate_app"})</p>
  
  <p>Which looks promising, yet nothing shows up in dashboard. I mean, i've launched on a bunch of devices, and relaunched a bunch of times, and i have a mere 3 'App Launches' activities showing up in the "Show Most Recent Events" popup. Just enough to know that the app is set up correctly with correct app id.</p>
  
  <p>For the love of God, why can't a $200 billion dollar company make a plugin that actually works?! Or at least pay some support staff to actually help people on this forsaken forum!!</p>
  
  <p>Final note, I've also tried the Prime31 socialnetworking plugin, which supposedly calls ActivateApp on init(), but it also doesn't report anything to dashboard. And calling logEvent manually null pointers. Lovely...</p>