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Fixed Android and Canvas DLLs configuration
Summary: Fixed Android and Canvas DLLs configuration to be used in editor Also, removed reconfiguration of iOS resolver because is causing issues with Unity and OS and build target. So we will keep the original DLL configuration. Reviewed By: SergioGuerreroFB Differential Revision: D38029653 fbshipit-source-id: 83a5bb06cf1942a570ff2b48107ffc77f10a9721
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CHANGELOG.md

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@@ -11,9 +11,11 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Issue with new Unity Input System and UnitySDK Example.
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- Issue with misconfiguration of each DLL when Unity import the package.
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- Fixed some example scenes background color
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- Fixed Windows platform loggin issue
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### Changed
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- Bumped native SDK versions to 14.1.0
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- Updated Windows platform DLLs
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## [14.0.0]
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Facebook.Unity.Editor/FacebookImporter.cs

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@@ -49,8 +49,6 @@ static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAsse
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SetiOSEditorSwiftConfiguration("/FBSDKTournamentFetcher.swift");
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SetiOSEditorSwiftConfiguration("/FBSDKTournamentUpdater.swift");
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SetiOSResolverConfiguration("/Google.IOSResolver.dll");
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SetWindowsDllConfiguration("/Facebook.Unity.Windows.dll", WindowsArchitecture.both);
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// Windows SDK Dlls x84 and x64
@@ -93,6 +91,7 @@ private static void SetCanvasDllConfiguration(string path)
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if (canvasDLL)
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{
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canvasDLL.SetCompatibleWithAnyPlatform(false);
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canvasDLL.SetCompatibleWithEditor(true);
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canvasDLL.SetCompatibleWithPlatform(BuildTarget.WebGL, true);
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}
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}
@@ -103,6 +102,7 @@ private static void SetAndroidDllConfiguration(string path)
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if (androidDLL)
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{
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androidDLL.SetCompatibleWithAnyPlatform(false);
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androidDLL.SetCompatibleWithEditor(true);
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androidDLL.SetCompatibleWithPlatform(BuildTarget.Android, true);
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}
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}
@@ -128,19 +128,6 @@ private static void SetiOSEditorSwiftConfiguration(string path)
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}
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}
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private static void SetiOSResolverConfiguration(string path)
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{
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PluginImporter iOSDLL = GetPluginImporter("/ExternalDependencyManager/Editor" + path);
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if (iOSDLL)
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{
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iOSDLL.SetCompatibleWithAnyPlatform(false);
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iOSDLL.SetCompatibleWithEditor(true);
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iOSDLL.SetEditorData("OS", "macOS");
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iOSDLL.SetEditorData("CPU", "AnyCPU");
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iOSDLL.SetCompatibleWithPlatform(BuildTarget.iOS, true);
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}
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}
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private static void SetWindowsDllConfiguration(string path, WindowsArchitecture architecture)
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{
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PluginImporter windowsDLL = GetPluginImporter("/FacebookSDK/Plugins/Windows" + path);

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