In the basic setup snippet, the
en_US version of the SDK is initialized, which means that all of the Facebook-generated buttons and plugins used on your site will be in US English. (However, pop-up dialogs generated by Facebook like the Login Dialog will be in the language the person has chosen on Facebook, even if they differ from what you've selected.) You can change this language by changing the
src value in the snippet. Take a look at Localization to see the different locales that can be used. For example, if your site is in Spanish, using the following code to load the SDK will cause all Social Plugins to be rendered in Spanish.
<script async defer crossorigin="anonymous" src="https://connect.facebook.net/es_LA/sdk.js"></script>
If you set
true in the
FB.init() call, the SDK will attempt to get info about the current user immediately after init. Doing this can reduce the time it takes to check for the state of a logged in user if you're using Facebook Login, but isn't useful for pages that only have social plugins on them.
xfbml set to
true, the SDK will parse your page's DOM to find and initialize any social plugins that have been added using XFBML. If you're not using social plugins on the page, setting
false will improve page load times. You can find out more about this by looking at Social Plugins.
The function assigned to
window.fbAsyncInit is run as soon as the SDK has completed loading. Any code that you want to run after the SDK is loaded should be placed within this function and after the call to
src value in your loading code to this:
The debug version should not be used in your production environment, as its payload is larger and is worse for the performance of your page.
The reference doc for the
FB.init function provides a full list of available initialization options.