```
Top level namespace for the Instant Games SDK.
Contains functions and properties related to the current game context.
A unique identifier for the current game context. This represents a specific context that the game is being played in (for example, a facebook post). The identifier will be null if game is being played in a solo context. This function should not be called until FBInstant.startGameAsync has resolved.
// This function should be called after FBInstant.initializeAsync()
// resolves.
var contextID = FBInstant.context.getID();
Returns string? A unique identifier for the current game context.
The type of the current game context. POST - A facebook post. THREAD - A chat thread. GROUP - A facebook group. SOLO - Default context, where the player is the only participant.
This function should not be called until FBInstant.startGameAsync has resolved.
// This function should be called after FBInstant.initializeAsync()
// resolves.
var contextType = FBInstant.context.getType();
Returns ("POST" | "THREAD" | "GROUP" | "SOLO") Type of the current game context.
This function determines whether the number of participants in the current game context is between a given minimum and maximum, inclusive. If one of the bounds is null only the other bound will be checked against. It will always return the original result for the first call made in a context in a given game play session. Subsequent calls, regardless of arguments, will return the answer to the original query until a context change occurs and the query result is reset. This function should not be called until FBInstant.startGameAsync has resolved.
minSize number? The maximum bound of the context size query.maxSize console.log(FBInstant.context.isSizeBetween(3, 5)); (Context size = 4)
// {answer: true, minSize: 3, maxSize: 5}
console.log(FBInstant.context.isSizeBetween(5, 7)); (Context size = 4)
// {answer: false, minSize: 5, maxSize: 7}
console.log(FBInstant.context.isSizeBetween(2, 10)); (Context size = 3)
// {answer: true, minSize: 2, maxSize: 10}
console.log(FBInstant.context.isSizeBetween(4, 8)); (Still in same context)
// {answer: true, minSize: 2, maxSize: 10}
console.log(FBInstant.context.isSizeBetween(3, null)); (Context size = 4)
// {answer: true, minSize: 3, maxSize: null}
console.log(FBInstant.context.isSizeBetween(null, 3)); (Context size = 4)
// {answer: false, minSize: null, maxSize: 3}
console.log(FBInstant.context.isSizeBetween("test", 5)); (Context size = 4)
// null
console.log(FBInstant.context.isSizeBetween(0, 100)); (Context size = null)
// null
Request a switch into a specific context. If the player does not have permission to enter that context, or if the player does not provide permission for the game to enter that context, this will reject. Otherwise, the promise will resolve when the game has switched into the specified context.
id string ID of the desired context.console.log(FBInstant.context.getID());
// 1122334455
FBInstant.context
.switchAsync('1234567890')
.then(function() {
console.log(FBInstant.context.getID());
// 1234567890
});
Returns Promise A promise that resolves when the game has switched into the specified context, or rejects otherwise.
Opens a context selection dialog for the player. If the player selects an available context, the client will attempt to switch into that context, and resolve if successful. Otherwise, if the player exits the menu or the client fails to switch into the new context, this function will reject.
options Object? An object specifying conditions on the contexts
that should be offered.options.filters Array<ContextFilter>? The set of filters to
apply to the context suggestions.options.maxSize number? The maximum number of participants that
a suggested context should ideally have.options.minSize number? The minimum number of participants that
a suggested context should ideally have.console.log(FBInstant.context.getID());
// 1122334455
FBInstant.context
.chooseAsync()
.then(function() {
console.log(FBInstant.context.getID());
// 1234567890
});
console.log(FBInstant.context.getID());
// 1122334455
FBInstant.context
.chooseAsync({
filters: ['NEW_CONTEXT_ONLY'],
minSize: 3,
})
.then(function() {
console.log(FBInstant.context.getID());
// 1234567890
});
Returns Promise A promise that resolves when the game has switched into the context chosen by the user. Otherwise, the promise will reject (if the user cancels out of the dialog, for example).
Attempts to create or switch into a context between a specified player and the current player. The returned promise will reject if the player listed is not a Connected Player of the current player or if the player does not provide permission to enter the new context. Otherwise, the promise will resolve when the game has switched into the new context.
playerID string ID of the playerconsole.log(FBInstant.context.getID());
// 1122334455
FBInstant.context
.createAsync('12345678')
.then(function() {
console.log(FBInstant.context.getID());
// 5544332211
});
Returns Promise A promise that resolves when the game has switched into the new context, or rejects otherwise.
Gets an array of ContextPlayer objects containing information about active players in the current context (people who played the game in the current context in the last 90 days). This may include the current player.
var contextPlayers = FBInstant.context.getPlayersAsync()
.then(function(players) {
console.log(players.map(function(player) {
return {
id: player.getID(),
name: player.getName(),
}
}));
});
// [{id: '123456789', name: 'Luke'}, {id: '987654321', name: 'Leia'}]
Contains functions and properties related to the current player.
A unique identifier for the player. A Facebook user's player ID will remain constant, and is scoped to a specific game. This means that different games will have different player IDs for the same user. This function should not be called until FBInstant.initializeAsync() has resolved.
// This function should be called after FBInstant.initializeAsync()
// resolves.
var playerID = FBInstant.player.getID();
Returns string? A unique identifier for the player.
Fetch the player's unique identifier along with a signature that verifies that the identifier indeed comes from Facebook without being tampered with. This function should not be called until FBInstant.initializeAsync() has resolved.
requestPayload string? A developer-specified payload to include
in the signed response.// This function should be called after FBInstant.initializeAsync()
// resolves.
FBInstant.player.getSignedPlayerInfoAsync('my_metadata')
.then(function (result) {
// The verification of the ID and signature should happen on server side.
SendToMyServer(
result.getPlayerID(), // same value as FBInstant.player.getID()
result.getSignature(),
'GAIN_COINS',
100);
});
Returns Promise<SignedPlayerInfo> A promise that resolves with a SignedPlayerInfo object.
Returns a promise that resolves with whether the player can subscribe to the game bot or not.
// This function should be called before FBInstant.player.subscribeBotAsync()
FBInstant.player.canSubscribeBotAsync().then(
can_subscribe => console.log(can_subscribe)
);
// 'true'
Returns Promise<boolean> Whether a player can subscribe to the game bot or not. Developer can only call subscribeBotAsync() after checking canSubscribeBotAsync(), and the player will only see this bot subscription dialog once every 90 days for a given game.
Request that the player subscribe the bot associated to the game. The API will reject if the subscription fails - else, the player will subscribe the game bot.
FBInstant.player.subscribeBotAsync().then(
// Player is subscribed to the bot
).catch(function (e) {
// Handle subscription failure
});
Returns Promise A promise that resolves if player successfully subscribed to the game bot, or rejects if request failed or player chose to not subscribe.
The player's localized display name. This function should not be called until FBInstant.initializeAsync() has resolved.
// This function should be called after FBInstant.initializeAsync()
// resolves.
var playerName = FBInstant.player.getName();
Returns string? The player's localized display name.
A url to the player's public profile photo. The photo will always be a square, and with dimensions of at least 200x200. When rendering it in the game, the exact dimensions should never be assumed to be constant. It's recommended to always scale the image to a desired size before rendering. The value will always be null until FBInstant.initializeAsync() resolves.
WARNING: Due to CORS, using these photos in the game canvas can cause it to be tainted, which will prevent the canvas data from being extracted. To prevent this, set the cross-origin attribute of the images you use to 'anonymous'.
var playerImage = new Image();
playerImage.crossOrigin = 'anonymous';
// This function should be called after FBInstant.initializeAsync()
// resolves.
playerImage.src = FBInstant.player.getPhoto();
Returns string? Url to the player's public profile photo.
Retrieve data from the designated cloud storage of the current player. Please note that JSON objects stored as string values would be returned back as JSON objects
FBInstant.player
.getDataAsync(['achievements', 'currentLife'])
.then(function(data) {
console.log('data is loaded');
var achievements = data['achievements'];
var currentLife = data['currentLife'];
});
Returns Promise<Object> A promise that resolves with an object which contains the current key-value pairs for each key specified in the input array, if they exist.
Set data to be saved to the designated cloud storage of the current player. The game can store up to 1MB of data for each unique player.
data Object An object containing a set of key-value pairs
that should be persisted to cloud storage. The object must contain
only serializable values - any non-serializable values will cause
the entire modification to be rejected.FBInstant.player
.setDataAsync({
achievements: ['medal1', 'medal2', 'medal3'],
currentLife: 300,
})
.then(function() {
console.log('data is set');
});
Returns Promise A promise that resolves when the input values are set. NOTE: The promise resolving does not necessarily mean that the input has already been persisted. Rather, it means that the data was valid and has been scheduled to be saved. It also guarantees that all values that were set are now available in player.getDataAsync.
Immediately flushes any changes to the player data to the designated cloud storage. This function is expensive, and should primarily be used for critical changes where persistence needs to be immediate and known by the game. Non-critical changes should rely on the platform to persist them in the background. NOTE: Calls to player.setDataAsync will be rejected while this function's result is pending.
FBInstant.player
.setDataAsync({
achievements: ['medal1', 'medal2', 'medal3'],
currentLife: 300,
})
.then(FBInstant.player.flushDataAsync)
.then(function() {
console.log('Data persisted to FB!');
});
Returns Promise A promise that resolves when changes have been persisted successfully, and rejects if the save fails.
Fetches an array of ConnectedPlayer objects containing information about active players (people who played the game in the last 90 days) that are connected to the current player.
var connectedPlayers = FBInstant.player.getConnectedPlayersAsync()
.then(function(players) {
console.log(players.map(function(player) {
return {
id: player.getID(),
name: player.getName(),
}
}));
});
// [{id: '123456789', name: 'Paul Atreides'}, {id: '987654321', name: 'Duncan Idaho'}]
Returns Promise<Array<ConnectedPlayer>> A promise that resolves with a list of connected player objects. NOTE: This function should not be called until FBInstant.initializeAsync() has resolved.
Contains functions and properties related to payments and purchases of game products.
Fetches the game's product catalog.
FBInstant.payments.getCatalogAsync().then(function (catalog) {
console.log(catalog); // [{productID: '12345', ...}, ...]
});
Returns Promise<Array<Product>> The set of products that are registered to the game.
Begins the purchase flow for a specific product. Will immediately reject if called before FBInstant.startGameAsync() has resolved.
purchaseConfig PurchaseConfig The purchase's configuration details.FBInstant.payments.purchaseAsync({
productID: '12345',
developerPayload: 'foobar',
}).then(function (purchase) {
console.log(purchase);
// {productID: '12345', purchaseToken: '54321', developerPayload: 'foobar', ...}
});
Returns Promise<Purchase> A Promise that resolves when the product is successfully purchased by the player. Otherwise, it rejects.
Fetches all of the player's unconsumed purchases. The game must fetch the current player's purchases as soon as the client indicates that it is ready to perform payments-related operations, i.e. at game start. The game can then process and consume any purchases that are waiting to be consumed.
FBInstant.payments.getPurchasesAsync().then(function (purchases) {
console.log(purchase);
// [{productID: '12345', ...}, ...]
});
Returns Promise<Array<Purchase>> The set of purchases that the player has made for the game.
Consumes a specific purchase belonging to the current player. Before provisioning a product's effects to the player, the game should request the consumption of the purchased product. Once the purchase is successfully consumed, the game should immediately provide the player with the effects of their purchase.
purchaseToken string The purchase token of the purchase that should
be consumed.FBInstant.payments.consumePurchaseAsync('54321').then(function () {
// Purchase successfully consumed!
// Game should now provision the product to the player
});
Returns Promise A Promise that resolves when the purchase has been consumed successfully.
Sets a callback to be triggered when Payments operations are available.
callback Function The callback function to be executed when Payments
are available.FBInstant.payments.onReady(function () {
console.log('Payments Ready!')
});
The current locale. See https://lookaside.facebook.com/developers/resources/?id=FacebookLocales.xml for a complete list of supported locale values. Use this to determine what languages the current game should be localized with. The value will not be accurate until FBInstant.initializeAsync() resolves.
// This function should be called after FBInstant.initializeAsync()
// resolves.
var locale = FBInstant.getLocale(); // 'en_US'
Returns string The current locale.
The platform on which the game is currently running. The value will always be null until FBInstant.initializeAsync() resolves.
// This function should be called after FBInstant.initializeAsync()
// resolves.
var platform = FBInstant.getPlatform(); // 'IOS'
The string representation of this SDK version.
// This function should be called after FBInstant.initializeAsync()
// resolves.
var sdkVersion = FBInstant.getSDKVersion(); // '2.0'
Returns string The SDK version.
Initializes the SDK library. This should be called before any other SDK functions.
FBInstant.initializeAsync().then(function() {
// Many properties will be null until the initialization completes.
// This is a good place to fetch them:
var locale = FBInstant.getLocale(); // 'en_US'
var platform = FBInstant.getPlatform(); // 'IOS'
var sdkVersion = FBInstant.getSDKVersion(); // '3.0'
var playerID = FBInstant.player.getID();
});
Returns Promise A promise that resolves when the SDK is ready to use.
Report the game's initial loading progress.
percentage number A number between 0 and 100.FBInstant.setLoadingProgress(50); // Assets are 50% loaded
Provides a list of API functions that are supported by the client.
// This function should be called after FBInstant.initializeAsync()
// resolves.
FBInstant.getSupportedAPIs();
// ['getLocale', 'initializeAsync', 'player.getID', 'context.getType', ...]
Returns Array<string> List of API functions that the client explicitly supports.
Returns any data object associated with the entry point that the game was launched from.
The contents of the object are developer-defined, and can occur from entry points on different platforms. This will return null for older mobile clients, as well as when there is no data associated with the particular entry point.
This function should be called after FBInstant.initializeAsync() resolves.
// This function should be called after FBInstant.initializeAsync()
// resolves.
const entryPointData = FBInstant.getEntryPointData();
Returns Object? Data associated with the current entry point.
Returns the entry point that the game was launched from.
This function should not be called until FBInstant.startGameAsync has resolved.
// This function should be called after FBInstant.initializeAsync()
// resolves.
FBInstant.getEntryPointAsync().then(entrypoint => console.log(entrypoint));
// 'admin_message'
Returns string The name of the entry point from which the user started the game
Sets the data associated with the individual gameplay session for the current context.
This function should be called whenever the game would like to update the current session data. This session data may be used to populate a variety of payloads, such as game play webhooks.
sessionData Object An arbitrary data object, which must be less
than or equal to 1000 characters when stringified.FBInstant.setSessionData({coinsEarned: 10, eventsSeen: ['start', ...]});
This indicates that the game has finished initial loading and is ready to start. Context information will be up-to-date when the returned promise resolves.
FBInstant.startGameAsync().then(function() {
myGame.start();
});
Returns Promise A promise that resolves when the game should start.
This invokes a dialog to let the user share specified content, as a post on the user's timeline, for example. A blob of data can be attached to the share which every game session launched from the share will be able to access from FBInstant.getEntryPointData(). This data must be less than or equal to 1000 characters when stringified. The user may choose to cancel the share action and close the dialog, and the returned promise will resolve when the dialog is closed regardless if the user actually shared the content or not.
payload SharePayload Specify what to share. See example for
details.FBInstant.shareAsync({
intent: 'REQUEST',
image: base64Picture,
text: 'X is asking for your help!',
data: { myReplayData: '...' },
}).then(function() {
// continue with the game.
});
Returns Promise A promise that resolves when the share is completed or cancelled.
Informs Facebook of an update that occurred in the game. This will temporarily yield control to Facebook and Facebook will decide what to do based on what the update is. The returned promise will resolve/reject when Facebook returns control to the game.
payload UpdatePayload A payload that describes the update.// This will post a custom update. When people launch the game from this
// message, those game sessions will be able to access the specified blob
// of data through FBInstant.getEntryPointData().
FBInstant.updateAsync({
action: 'CUSTOM',
cta: 'Join The Fight',
image: base64Picture,
text: {
default: 'X just invaded Y\'s village!',
localizations: {
ar_AR: 'X \u0641\u0642\u0637 \u063A\u0632\u062A ' +
'\u0642\u0631\u064A\u0629 Y!',
en_US: 'X just invaded Y\'s village!',
es_LA: '\u00A1X acaba de invadir el pueblo de Y!',
}
}
template: 'VILLAGE_INVASION',
data: { myReplayData: '...' },
strategy: 'IMMEDIATE',
notification: 'NO_PUSH',
}).then(function() {
// closes the game after the update is posted.
FBInstant.quit();
});
Returns Promise A promise that resolves when Facebook gives control back to the game.
Request that the client switch to a different Instant Game. The API will reject if the switch fails - else, the client will load the new game.
appID string The Application ID of the Instant Game to switch to.
The application must be an Instant Game, and must belong to the same
business as the current game. To associate different games with the same
business, you can use Business Manager:
https://developers.facebook.com/docs/apps/business-manager#update-business.data Object? An optional data payload. This will be set as the
entrypoint data for the game being switched to. Must be less than or
equal to 1000 characters when stringified.FBInstant.switchGameAsync('12345678').catch(function (e) {
// Handle game change failure
});
FBInstant.switchGameAsync(
'12345678',
{referrer: 'game_switch', reward_coins: 30},
).catch(function (e) {
// Handle game change failure
});
Returns whether or not the user is eligible to have shortcut creation requested.
Will return false if createShortcutAsync was already called this session or the user is ineligible for shortcut creation.
FBInstant.canCreateShortcutAsync()
.then(function(canCreateShortcut) {
if (canCreateShortcut) {
FBInstant.createShortcutAsync()
.then(function() {
// Shortcut created
})
.catch(function() {
// Shortcut not created
});
}
});
Returns Promise<boolean> Promise that resolves with true if the game can request the player create a shortcut to the game, and false otherwise
Prompts the user to create a shortcut to the game if they are eligible to Can only be called once per session. (see canCreateShortcutAsync)
FBInstant.canCreateShortcutAsync()
.then(function(canCreateShortcut) {
if (canCreateShortcut) {
FBInstant.createShortcutAsync()
.then(function() {
// Shortcut created
})
.catch(function() {
// Shortcut not created
});
}
});
Quits the game.
FBInstant.quit();
Log an app event with FB Analytics. See https://developers.facebook.com/docs/javascript/reference/v2.8#app_events for more details about FB Analytics.
eventName string Name of the event. Must be 2 to 40 characters,
and can only contain '_', '-', ' ', and alphanumeric characters.valueToSum number An optional numeric value that FB Analytics can
calculate a sum with.parameters Object An optional object that can contain up to
25 key-value pairs to be logged with the event. Keys must be 2 to 40
characters, and can only contain '_', '-', ' ', and alphanumeric
characters. Values must be less than 100 characters in length.var logged = FBInstant.logEvent(
'my_custom_event',
42,
{custom_property: 'custom_value'}
);
Returns APIError? The error if the event failed to log; otherwise returns null.
Set a callback to be fired when a pause event is triggered.
func Function A function to call when a pause event occurs.FBInstant.onPause(function() {
console.log('Pause event was triggered!');
pauseGameplay();
})
Attempt to create an instance of interstitial ad. This instance can then be preloaded and presented.
placementID string The placement ID that's been setup in your
Audience Network settings.FBInstant.getInterstitialAdAsync(
'my_placement_id'
).then(function(interstitial) {
interstitial.getPlacementID(); // 'my_placement_id'
});
Returns Promise A promise that resolves with a AdInstance, or rejects with a APIError if it couldn't be created.
Check if the user is in the ad break testing group
Returns boolean true if the user is in the ad break testing group
Attempt to create an instance of rewarded video. This instance can then be preloaded and presented.
placementID string The placement ID that's been setup in your
Audience Network settings.FBInstant.getRewardedVideoAsync(
'my_placement_id'
).then(function(rewardedVideo) {
rewardedVideo.getPlacementID(); // 'my_placement_id'
});
Returns Promise A promise that resolves with a AdInstance, or rejects with a APIError if it couldn't be created.
Attempts to match the current player with other users looking for people to play with. There are two matching mechanisms: 1. Synchronous (realtime) match: Matches the current player with other users looking for people to play with. If successful, a new Messenger group thread will be created containing the matched players and the player will be switched into that thread's context. This will resolve when the player has successfully switched into the newly matched context. 2. Asynchronous (offline) match: Player starting an offline match will be added to a group thread right away. Players can leave the game while waiting more players to join. Once matched with other players, the player will be switched into the matched thread's context. This will resolve when the player has been successfully added to the group thread and switched into the matched context.
The default minimum and maximum number of players in one matched thread are 2 and 20 respectively, depending on how many players are trying to get matched around the same time. The values can be changed in fbapp-config.json. See the [Bundle Config documentation][https://developers.facebook.com/docs/games/instant-games/bundle-config][25] for documentation about fbapp-config.json.
matchTag string? Optional extra information about the player used
to group them with similar players. Players will only be grouped with
other players with exactly the same tag. The tag must only include
letters, numbers, and underscores and be 100 characters or less in
length.switchContextWhenMatched boolean Optional extra parameter that
specifies whether the player should be immediately switched to the new
context when a match is found. By default this will be false which will
mean the player needs explicitly press play after being matched to
switch to the new context.offlineMatch boolean Optional extra parameter that specifies
whether to start a match asynchronously. By default this will be false which
means the game will start a match synchronously.FBInstant
.matchPlayerAsync('level1')
.then(function() {
console.log(FBInstant.context.getID());
// 12345
});
FBInstant
.matchPlayerAsync()
.then(function() {
console.log(FBInstant.context.getID());
// 3456
});
FBInstant
.matchPlayerAsync(null, true)
.then(function() {
console.log(FBInstant.context.getID());
// 3456
});
Returns Promise A promise that resolves when the player has been added to a group thread and switched into the thread's context.
Checks if the current player is eligible for the matchPlayerAsync API.
FBInstant
.checkCanPlayerMatchAsync()
.then(canMatch => {
if (canMatch) {
FBInstant.matchPlayerAsync('level1');
}
});
Returns Promise<boolean> A promise that resolves with true if the player is eligible to match with other players and false otherwise.
Fetch a specific leaderboard belonging to this Instant Game.
name string The name of the leaderboard. Each leaderboard for an
Instant Game must have its own distinct name.FBInstant.getLeaderboardAsync('my_awesome_leaderboard')
.then(leaderboard => {
console.log(leaderboard.getName()); // 'my_awesome_leaderboard'
});
Returns Promise<Leaderboard> A promise that resolves with the matching leaderboard, rejecting if one is not found.
Posts a player's score to Facebook. This API should only be called at the end of an activity (example: when the player doesn't have "lives" to continue the game). This API will be rate-limited when called too frequently. Scores posted using this API should be consistent and comparable across game sessions. For example, if Player A achieves 200 points in a session, and Player B achieves 320 points in a session, those two scores should be generated from activities where the scores are fair to be compared and ranked against each other.
score number An integer value representing the player's score at
the end of an activity.function onScore(score) {
if (score > bestSessionScore) {
bestSessionScore = score;
FBInstant.postSessionScore(bestSessionScore);
}
}
Represents a mapping from locales to translations of a given string. Each property is an optional five-character Facebook locale code of the form xx_XX. See https://lookaside.facebook.com/developers/resources/?id=FacebookLocales.xml for a complete list of supported locale codes.
Type: Object
Data structure containing player information for a connected player.
Type: Object
id string The unique identifier of the player.name string? The display name of the player.photo string? A URL to the player's profile photo.Data structure containing player information for a context player.
Type: Object
id string The unique identifier of the player.Constants representing the different types of ads available in the FBInstant SDK.
Type: string
Represents an interstitial ad that appears between game sessions or levels.
Type: string
Represents a rewarded video ad that offers in-game rewards for watching.
Type: string
Represents a rewarded interstitial ad that combines features of both ad types.
Type: string
Represents information about a player who is connected to the current player for the restricted SDK (aka NEZP).
playerID string The ID of the connected player.Get the id of the connected player for the restricted SDK (aka NEZP).
Returns string The ID of the connected player
Get the id of the connected player.
Returns string The ID of the connected player
Get the player's display name.
Returns string? The player's display name
Get the player's public profile photo.
Returns string? A url to the player's public profile photo
Represents information about a player who is in the context that the current player is playing in.
player Get the id of the context player.
Returns string The ID of the context player
Get the id of the context player.
Returns string The ID of the context player
Get the player's localized display name.
Returns string? The player's localized display name.
Get the player's public profile photo.
Returns string? A url to the player's public profile photo
Represents information about a player who is in the context that the current player is playing in.
player PlayerData The player data for this context player.Get the id of the context player.
Returns string The ID of the context player
Get the id of the context player.
Returns string The ID of the context player
Get the player's localized display name.
Returns string? The player's localized display name.
Get the player's public profile photo.
Returns string? A url to the player's public profile photo
Data structure containing player information and signature.
Type: Object
playerID string The unique identifier of the player.signature string The signature to verify the player information.Represents information about the player along with a signature to verify that it indeed comes from Facebook.
data SignedPlayerInfoData The player information and signature data.Get the id of the player.
FBInstant.player.getSignedPlayerInfoAsync()
.then(function (result) {
result.getPlayerID(); // same value as FBInstant.player.getID()
});
Returns string The ID of the player
A signature to verify this object indeed comes from Facebook. The string is base64url encoded and signed with an HMAC version of your App Secret, based on the OAuth 2.0 spec.
You can validate it with the following 5 steps:
Signature validation should only happen on your server. Never do it on the client side as it will compromise your app secret key.
FBInstant.player.getSignedPlayerInfoAsync()
.then(function (result) {
result.getSignature();
// Eii6e636mz5J47sfqAYEK40jYAwoFqi3x5bxHkPG4Q4.eyJhbGdvcml0aG0iOiJITUFDLVNIQTI1NiIsImlzc3VlZF9hdCI6MTUwMDM5ODY3NSwicGxheWVyX2lkIjoiMTI0OTUyNTMwMTc1MjIwMSIsInJlcXVlc3RfcGF5bG9hZCI6Im15X2ZpcnN0X3JlcXVlc3QifQ
});
Returns string The signature string.
Data structure containing app-scoped user ID and signature.
Type: Object
asid string The app-scoped user ID of the player.signed_request string The signature to verify the ASID information.Represents app-scoped user id of current player along with a signature to verify that it indeed comes from Facebook.
data SignedASIDData The ASID information and signature data.Get the app-scoped user id of the player.
FBInstant.player.getSignedASIDAsync()
.then(function (result) {
result.getASID();
});
Returns string The ID of the player
A signature to verify this object indeed comes from Facebook. The string is base64url encoded and signed with an HMAC version of your App Secret, based on the OAuth 2.0 spec.
You can validate it with the following 5 steps:
Signature validation should only happen on your server. Never do it on the client side as it will compromise your app secret key.
FBInstant.player.getSignedASIDAsync()
.then(function (result) {
result.getSignature();
// Eii6e636mz5J47sfqAYEK40jYAwoFqi3x5bxHkPG4Q4.eyJhbGdvcml0aG0iOiJITUFDLVNIQTI1NiIsImlzc3VlZF9hdCI6MTUwMDM5ODY3NSwicGxheWVyX2lkIjoiMTI0OTUyNTMwMTc1MjIwMSIsInJlcXVlc3RfcGF5bG9hZCI6Im15X2ZpcnN0X3JlcXVlc3QifQ
});
Returns string The signature string.
Purchase Platforms that may be returned by subscriptions API, representing the platform by which the user made the purchase
Type: string
FB string The user made the purchase on webGOOGLE string The user made the purchase in the Android appsAPPLE string Not eligibleOC string -- Not eligibleUNKNOWN string FBInstant.payments.getPurchasesAsync()
.then(function(purchases) {
purchases.forEach((purchase) => console.log(purchase.purchasePlatform));
});
Represents an instance of an ad.
data type Return the Audience Network placement ID of this ad instance.
Preload the ad. The returned promise resolves when the preload completes, and rejects if it failed.
FBInstant.getInterstitialAdAsync(
'my_placement_id',
).then(function(interstitial) {
return interstitial.loadAsync();
}).then(function() {
// Ad loaded
});
Present the ad. The returned promise resolves when user finished watching the ad, and rejects if it failed to present or was closed during the ad.
var ad = null;
FBInstant.getRewardedVideoAsync(
'my_placement_id',
).then(function(rewardedVideo) {
ad = rewardedVideo;
return ad.loadAsync();
}).then(function() {
// Ad loaded
return ad.showAsync();
}).then(function() {
// Ad watched
});
Arguments for creating an API Error.
Type: Object
code ErrorCodeType? The error code. Defaults to UNKNOWN if not provided.message string A message describing the error.An API Error returned by the Instant Games SDK
args APIErrorArgs The error arguments.The relevant error code
Type: ErrorCodeType
A message describing the error
Type: string
Represents the type of the update action to perform.
Type: string
CUSTOM string A custom update, with all content specified by
the game.Specify how we could get the content for the media.
URL string for the media that stores in the developers' server.Represents the media payload used by custom update and custom share.
Optional MediaContent , if provided, the content should contain
information for us to get the gif.Optional MediaContent , if provided, the content should contain
information for us to get the video.Represents the type of the update action to perform.
Type: string
CUSTOM string A custom update, with all content specified by
the game.LEADERBOARD string An update associated with an Instant Game
leaderboard.Data structure representing a game context.
Type: Object
id string?? The unique identifier for this contextsize number?? The number of participants in this contexttype ContextType The type of context (e.g., SOLO, THREAD, GROUP)Response object for context size checks. The answer field is true if the current context size is between the minSize and maxSize values that are specified in the object, and false otherwise.
Type: Object
answer boolean Whether the context size is within the specified rangeminSize number? The minimum size specified in the checkmaxSize number? The maximum size specified in the checkRepresents the social context in which the game is being played. This class provides methods to access information about the current game context, such as its ID, type, and size (number of participants).
context ContextData The context data to initialize withReturns the unique identifier for this context.
Returns (string | null) The context ID, or null if not available
Returns the type of this context.
Returns ContextType The context type (e.g., SOLO, THREAD, GROUP)
Returns the number of participants in this context.
Returns (number | null) The context size, or null if not available
Returns the response from the last context size check.
Returns (ContextSizeResponse | null) The context size response, or null if no check has been performed
Sets the response for a context size check.
contextSizeResponse ContextSizeResponse The response from a context size checkReturns void
A filter that may be applied to a Context Choose operation 'NEW_CONTEXT_ONLY' - Prefer to only surface contexts the game has not been played in before. 'INCLUDE_EXISTING_CHALLENGES' - Include the "Existing Challenges" section, which surfaces actively played-in contexts that the player is a part of. 'NEW_PLAYERS_ONLY' - In sections containing individuals, prefer people who have not played the game.
Type: ("NEW_CONTEXT_ONLY" | "INCLUDE_EXISTING_CHALLENGES" | "NEW_PLAYERS_ONLY")
Removes regional suffixes from product IDs in the catalog
catalog An Instant Game leaderboard
args The name of the leaderboard.
FBInstant.getLeaderboardAsync('my_leaderboard')
.then(function(leaderboard) {
console.log(leaderboard.getName()); // my_leaderboard
});
The ID of the context that the leaderboard is associated with, or null if the leaderboard is not tied to a particular context.
FBInstant.getLeaderboardAsync('contextual_leaderboard')
.then(function(leaderboard) {
console.log(leaderboard.getContextID()); // 12345678
});
FBInstant.getLeaderboardAsync('global_leaderboard')
.then(function(leaderboard) {
console.log(leaderboard.getContextID()); // null
});
Fetches the total number of player entries in the leaderboard.
FBInstant.getLeaderboardAsync('my_leaderboard')
.then(function(leaderboard) {
return leaderboard.getEntryCountAsync();
})
.then(function(count) { console.log(count); }); // 24
Returns Promise<number> A unique identifier for the player.
Updates the player's score. If the player has an existing score, the old score will only be replaced if the new score is better than it. NOTE: If the leaderboard is associated with a specific context, the game must be in that context to set a score for the player.
score number The new score for the player. Must be a 64-bit
integer number.extraData string Metadata to associate with the stored score.
Must be less than 2KB in size. (optional, default null)FBInstant.getLeaderboardAsync('my_leaderboard')
.then(function(leaderboard) {
return leaderboard.setScoreAsync(42, '{race: "elf", level: 3}');
})
.then(function(entry) {
console.log(entry.getScore()); // 42
console.log(entry.getExtraData()); // '{race: "elf", level: 3}'
});
Returns Promise<LeaderboardEntry> Resolves with the current leaderboard entry for the player after the update.
Retrieves the leaderboard's entry for the current player, or null if the player has not set one yet.
FBInstant.getLeaderboardAsync('my_leaderboard')
.then(function(leaderboard) {
return leaderboard.getPlayerEntryAsync();
})
.then(function(entry) {
console.log(entry.getRank()); // 2
console.log(entry.getScore()); // 42
console.log(entry.getExtraData()); // '{race: "elf", level: 3}'
});
Returns Promise<LeaderboardEntry>? Resolves with the current leaderboard entry for the player.
Retrieves a set of leaderboard entries, ordered by score ranking in the leaderboard.
count number The number of entries to attempt to fetch from the
leaderboard. Defaults to 10 if not specified. Currently, up to a maximum
of 100 entries may be fetched per query.offset number The offset from the top of the leaderboard that
entries will be fetched from.FBInstant.getLeaderboardAsync('my_leaderboard')
.then(function(leaderboard) {
return leaderboard.getEntriesAsync();
})
.then(function(entries) {
console.log(entries.length); // 10
console.log(entries[0].getRank()); // 1
console.log(entries[0].getScore()); // 42
console.log(entries[1].getRank()); // 2
console.log(entries[1].getScore()); // 40
});
FBInstant.getLeaderboardAsync('my_leaderboard')
.then(function(leaderboard) {
return leaderboard.getEntriesAsync(5, 3);
})
.then(function(entries) {
console.log(entries.length); // 5
console.log(entries[0].getRank()); // 4
console.log(entries[0].getScore()); // 34
console.log(entries[1].getRank()); // 5
console.log(entries[1].getScore()); // 31
});
Returns Promise<Array<LeaderboardEntry>> Resolves with the leaderboard entries that match the query.
Retrieves the leaderboard score entries of the current player's connected players (including the current player), ordered by local rank within the set of connected players.
count number The number of entries to attempt to fetch from the
leaderboard. Defaults to 10 if not specified. Currently, up to a maximum
of 100 entries may be fetched per query.offset number The offset from the set of ordered connected player
score entries to fetch from.FBInstant.getLeaderboardAsync('my_leaderboard')
.then(function(leaderboard) {
return leaderboard.getConnectedPlayerEntriesAsync();
})
.then(function(entries) {
console.log(entries.length); // 10
console.log(entries[0].getRank()); // 1
console.log(entries[0].getScore()); // 42
console.log(entries[1].getRank()); // 2
console.log(entries[1].getScore()); // 40
});
FBInstant.getLeaderboardAsync('my_leaderboard')
.then(function(leaderboard) {
return leaderboard.getConnectedPlayerEntriesAsync(5, 3);
})
.then(function(entries) {
console.log(entries.length); // 5
console.log(entries[0].getRank()); // 4
console.log(entries[0].getScore()); // 34
console.log(entries[1].getRank()); // 5
console.log(entries[1].getScore()); // 31
});
Returns Promise<Array<LeaderboardEntry>> Resolves with the leaderboard entries that match the query.
Error codes that may be returned by the Instant Games API
Type: string
ADS_FREQUENT_LOAD string Ads are being loaded too frequently.ADS_NO_FILL string We were not able to serve ads to the current
user. This can happen if the user has opted out of interest-based ads on
their device, or if we do not have ad inventory to show for that user.ADS_NOT_LOADED string Attempted to show an ad that has not
been loaded successfully.ADS_TOO_MANY_INSTANCES string There are too many concurrent
ad instances. Load and show existing ad instances before creating new ones.ANALYTICS_POST_EXCEPTION string The analytics API experienced a
problem while attempting to post an event.CLIENT_REQUIRES_UPDATE string [Deprecated] - The client requires
an update to access the feature that returned this result. If this result
is returned on web, it means the feature is not supported by the web client
yet. Deprecated in favor of CLIENT_UNSUPPORTED_OPERATION in v5.0 and aboveCLIENT_UNSUPPORTED_OPERATION string The client does not support
the current operation. This may be due to lack of support on the client
version or platform, or because the operation is not allowed for the game
or player.OPERATION_SUPPRESSED string The operation was suppressed by the
platform. This may be due to user-level rate limiting, play style
restrictions, or other reasons.GLOBAL_LEADERBOARD_NOT_FOUND string No global leaderboard with
the requested ID was found. Either the leaderboard does not exist yet, or the
ID did not match any registered leaderboard, you can verify the leaderboard ID
in the Global Leaderboard section of the Instant Games Dashboard.IARC_CERT_NOT_FOUND string The requested IARC (International
Age Rating Coalition) certificate was not found.IARC_CERT_TEST_ONLY string This is a test IARC (International
Age Rating Coalition) operation.IARC_SUBMIT_CERT_FAILED string Thw IARC (International Age
Rating Coalition) certificate failed to be submitted.IARC_SUBMIT_EMAIL_FAILED string The developer's IARC
(International Age Rating Coalition) contact email failed to be submitted.INVALID_OPERATION string The requested operation is invalid
or the current game state. This may include requests that violate
limitations, such as exceeding storage thresholds, or are not available in
a certain state, such as making a context-specific request in a solo
context.INVALID_PARAM string The parameter(s) passed to the API are
invalid. Could indicate an incorrect type, invalid number of arguments, or
a semantic issue (for example, passing an unserializable object to a
serializing function).LEADERBOARD_NOT_FOUND string No leaderboard with the requested
name was found. Either the leaderboard does not exist yet, or the name
did not match any registered leaderboard configuration for the game.LEADERBOARD_WRONG_CONTEXT string Attempted to write to a
leaderboard that's associated with a context other than the one the game is
currently being played in.MOCK_IAP string User is temporarily turning off Mock IAP and
switching to production flow for current purchaseNETWORK_FAILURE string The client experienced an issue with a
network request. This is likely due to a transient issue, such as the
player's internet connection dropping.PAYMENTS_NOT_INITIALIZED string The client has not completed
setting up payments or is not accepting payments API calls.PENDING_REQUEST string Represents a rejection due an existing
request that conflicts with this one. For example, we will reject any calls
that would surface a Facebook UI when another request that depends on a
Facebook UI is pending.RATE_LIMITED string Some APIs or operations are being called
too often. This is likely due to the game calling a particular API an
excessive amount of times in a very short period. Reducing the rate of
requests should cause this error to go away.SAME_CONTEXT string The game attempted to perform a context
switch into the current context.TOURNAMENT_NOT_SHAREABLE string The game attempted to share
a private tournament. This is only possible for non-private tournaments. If
a score was submitted with the share call, then the score was still
submitted.UNKNOWN string An unknown or unspecified issue occurred. This
is the default error code returned when the client does not specify a code.USER_INPUT string The user made a choice that resulted in a
rejection. For example, if the game calls up the Context Switch dialog and
the player closes it, this error code will be included in the promise
rejection.FBInstant.startGameAsync().catch(function(e) {
console.log(e);
});
// {code: 'CLIENT_UNSUPPORTED_OPERATION', message: '...'}
Represents the current platform that the user is playing on.
Type: ("IOS" | "ANDROID" | "WEB" | "MOBILE_WEB")
Represents content to be shared by the user.
Type: Object
intent ("INVITE" | "REQUEST" | "CHALLENGE" | "SHARE") Indicates the intent of the share.image string A base64 encoded image to be shared.media MediaParams? [IN PRIVATE BETA] Optional content for the gif
or video.text string A text message to be shared.data Object? A blob of data to attach to the share. All game
sessions launched from the share will be able to access this blob through
FBInstant.getEntryPointData().An Instant Games error code, one of ErrorCode
Type: string
Represents a game's product information.
Type: Object
title string The title of the productproductID string The product's game-specified identifierdescription string? The product descriptionimageURI string? A link to the product's associated imageprice string The price of the productpriceCurrencyCode string The currency code for the productRepresents an individual purchase of a game product.
Type: Object
developerPayload string? A developer-specified string, provided
during the purchase of the productpaymentID string The identifier for the purchase transactionproductID string The product's game-specified identifierpurchaseTime string Unix timestamp of when the purchase occurredpurchaseToken string A token representing the purchase that may
be used to consume the purchasesignedRequest SignedPurchaseRequest Server-signed encoding of the purchase
requestType: string
Eii6e636mz5J47sfqAYEK40jYAwoFqi3x5bxHkPG4Q4.eyJhbGdvcml0aG0iOiJITUFDLVNIQTI1NiIsImlzc3VlZF9hdCI6MTUwMDM5ODY3NSwicGxheWVyX2lkIjoiMTI0OTUyNTMwMTc1MjIwMSIsInJlcXVlc3RfcGF5bG9hZCI6Im15X2ZpcnN0X3JlcXVlc3QifQ
The configuration of a purchase request for a product registered to the game.
Type: Object
productID string The identifier of the product to purchasedeveloperPayload string? An optional developer-specified
payload, to be included in the returned purchase's signed request.Adds regional suffix to a product ID if regional pricing is supported and a region suffix has been detected
productID Represents a string with localizations and a default value to fall back on.
Type: Object
default string The default value of the string to use if
the viewer's locale is not a key in the localizations object.localizations LocalizationsDict Specifies what string to use
for viewers in each locale.
See https://lookaside.facebook.com/developers/resources/?id=FacebookLocales.xml
for a complete list of supported locale values.Represents a custom update for FBInstant.updateAsync. Note that if localized content is not provided, a Facebook supplied localized string will be used for the call to action and text.
The default string should always be in English.
Type: Object
action UpdateAction For custom updates, this should be 'CUSTOM'.template string ID of the template this custom update is using.
Templates should be predefined in fbapp-config.json. See
the [Bundle Config documentation][https://developers.facebook.com/docs/games/instant-games/bundle-config][25] for
documentation about fbapp-config.json.cta (string? | LocalizableContent?) Optional call-to-action button
text. By default we will use a localized 'Play' as the button text.
To provide localized versions of your own call to action, pass an object
with the default cta as the value of 'default' and another object
mapping locale keys to translations as the value of 'localizations'.image string? Optional data URL of a base64 encoded image. Must be
specified if imageOverlayPath or media are not specified.imageOverlayPath string? Optional path to the XML that represents the image
to be shared. Must be specified if image or media are not specified.pathToCSS string? A path to the CSS from index.html used for classes in the XML.
Optional, but necessary if className is used in the imageOverlay XML.initialData Object? A blob of data used in the text or in the imageOverlay XML.
Optional, but necessary if either the text or imageOverlay uses developer parameters.media MediaParams? Optional content for the gif or
video. At least one image or media should be provided in order to render
the update.text (string | LocalizableContent) A text message, or an object
with the default text as the value of 'default' and another object
mapping locale keys to translations as the value of 'localizations'.
Can use the same user data and developer parameter keys that the overlays use.notificationText (string? | LocalizableContent?) A notification message, or an object
with the default notification text as the value of 'default' and another object
mapping locale keys to translations as the value of 'localizations'. This value will be used to separate message (see text parameter) and notification text.
If not included we will use the text property for sending a message in messenger and notification.data Object? A blob of data to attach to the update. All game
sessions launched from the update will be able to access this blob through
FBInstant.getEntryPointData(). Must be less than or equal to 1000
characters when stringified.strategy string? Specifies how the update should be
delivered. This can be one of the following:
'IMMEDIATE' - The update should be posted immediately.
'LAST' - The update should be posted when the game session ends. The most
recent update sent using the 'LAST' strategy will be the one sent.
'IMMEDIATE_CLEAR' - The update is posted immediately, and clears any other
pending updates (such as those sent with the 'LAST' strategy).
If no strategy is specified, we default to 'IMMEDIATE'.notification string? Specifies notification setting for the
custom update. This can be 'NO_PUSH' or 'PUSH', and defaults to 'NO_PUSH'.
Use push notification only for updates that are high-signal and immediately
actionable for the recipients. Also note that push notification is not
always guaranteed, depending on user setting and platform policies.Represents a custom update for FBInstant.updateAsync. Note that if localized content is not provided, a Facebook supplied localized string will be used for the call to action and text.
The default string should always be in English.
Type: Object
action UpdateAction For custom updates, this should be 'CUSTOM'.template string ID of the template this custom update is using.
Templates should be predefined in fbapp-config.json. See
the [Bundle Config documentation][https://developers.facebook.com/docs/games/instant-games/bundle-config][25] for
documentation about fbapp-config.json.cta (string? | LocalizableContent?) Optional call-to-action button
text. By default we will use a localized 'Play' as the button text.
To provide localized versions of your own call to action, pass an object
with the default cta as the value of 'default' and another object
mapping locale keys to translations as the value of 'localizations'.image string? Optional data URL of a base64 encoded image.media MediaParams? [IN PRIVATE BETA] Optional content for the gif
or video. At least one image or media should be provided in order to render
the update.text (string | LocalizableContent) A text message, or an object
with the default text as the value of 'default' and another object
mapping locale keys to translations as the value of 'localizations'.data Object? A blob of data to attach to the update. All game
sessions launched from the update will be able to access this blob through
FBInstant.getEntryPointData(). Must be less than or equal to 1000
characters when stringified.strategy string? Specifies how the update should be
delivered. This can be one of the following:
'IMMEDIATE' - The update should be posted immediately.
'LAST' - The update should be posted when the game session ends. The most
recent update sent using the 'LAST' strategy will be the one sent.
'IMMEDIATE_CLEAR' - The update is posted immediately, and clears any other
pending updates (such as those sent with the 'LAST' strategy).
If no strategy is specified, we default to 'IMMEDIATE'.notification string? Specifies notification setting for the
custom update. This can be 'NO_PUSH' or 'PUSH', and defaults to 'NO_PUSH'.
Use push notification only for updates that are high-signal and immediately
actionable for the recipients. Also note that push notification is not
always guaranteed, depending on user setting and platform policies.Represents a leaderboard update for FBInstant.updateAsync.
Type: Object
action UpdateAction For a leaderboard update, this should be
'LEADERBOARD'.
text. By default we will use a localized 'Play Now' as the button text.name string The name of the leaderboard to feature
in the update.text string? Optional text message. If not specified, a
localized fallback message will be provided instead.Type: (CustomUpdatePayload | LeaderboardUpdatePayload)
A score entry for an Instant Game leaderboard
args Gets the score associated with the entry.
leaderboard.setScoreAsync(9001)
.then(function(entry) {
console.log(entry.getScore()); // 9001
});
Returns number Returns an integer score value.
Gets the score associated with the entry, formatted with the score format associated with the leaderboard.
leaderboard.setScoreAsync(9001)
.then(function(entry) {
console.log(entry.getFormattedScore()); // '90.01 meters'
});
Returns string Returns a formatted score.
Gets the timestamp of when the leaderboard entry was last updated.
leaderboard.setScoreAsync(9001)
.then(function(entry) {
console.log(entry.getTimestamp()); // 1515806355
});
Returns number Returns a Unix timestamp.
Gets the rank of the player's score in the leaderboard.
leaderboard.setScoreAsync(9001)
.then(function(entry) {
console.log(entry.getRank()); // 2
});
Returns number Returns the entry's leaderboard ranking.
Gets the developer-specified payload associated with the score, or null if one was not set.
leaderboard.setScoreAsync(42, '{race: "elf", level: 3}');
.then(function(entry) {
console.log(entry.getExtraData()); // '{race: "elf", level: 3}'
});
Returns string? An optional developer-specified payload associated with the score.
Gets information about the player associated with the entry.
leaderboard.setScoreAsync(9001)
.then(function(entry) {
console.log(entry.getPlayer().getName()); // Sally
});
Details about the player associated with a score entry.
name photo playerID Gets the player's localized display name.
leaderboard.setScoreAsync(9001)
.then(function(entry) {
console.log(entry.getPlayer().getName()); // Sally
});
Returns string The player's localized display name.
Returns a url to the player's public profile photo.
leaderboard.setScoreAsync(9001)
.then(function(entry) {
console.log(entry.getPlayer().getPhoto()); // <photo_url>
});
Returns string? Url to the player's public profile photo.
Gets the game's unique identifier for the player.
leaderboard.setScoreAsync(9001)
.then(function(entry) {
console.log(entry.getPlayer().getID()); // 12345678
});
Returns string? The game-scoped identifier for the player.