FirebaseMessaging.MessageReceived triggers multiple times on receiving single push notification
See original GitHub issue[REQUIRED] Please fill in the following fields:
- Unity editor version: 2020.3.43f1
- Firebase Unity SDK version: 11.0.0
- Source you installed the SDK: Unity Package Manager
- Problematic Firebase Component: Cloud Messaging
- Other Firebase Components in use: App (Core)
- Additional SDKs you are using: None
- Platform you are using the Unity editor on: iOS
- Platform you are targeting: iOS
- Scripting Runtime: IL2CPP
[REQUIRED] Please describe the issue here:
When triggering a push notification through POSTMAN having the following payload with the app in foreground, the FirebaseMessaging.MessageReceived
event apparently fires 4 times.
The same is observed when app is in background and notification is tapped to resume the app.
{
"data": {
"typ": 13,
"s_typ": 1,
"cid": 1000,
"pid": "payload_id"
},
"notification":
{
"title":"NotifTitleTest1",
"body":"NotifBodyTest1"
},
"content_available": true,
"mutable_content": true,
"to": "czCPSW2Ar0Lwrf2D9CCz1w:APA91bFQg1Fgadw71fWx9WJo6WzfqFZ-81s8_Ff5_-dQwE7w9Fu2E96cciW49BMTU3vu4hJqFZDm5SuU_ettSKURRC0rdg7TTaHaIUO-vE_WKj_rfrI03ODklUz61TTiBmdrurBD-TTK"
}
I have double checked for multiple Monobehavior instances and subscriptions and all seems fine on this regard. I am even unsubscribing wherever I am subscribing to the events.
Attached screenshot where I am logging MessageID. Logs are printed multiple times with the same MessageID:
Steps to reproduce:
- Build for iOS
- Deploy to Xcode and build
- Use generated token to send notifications via POSTMAN while app is in foreground
- MessageReceived event triggers multiple times
Relevant Code: Attached main FCM helper script: RemoteNotificationReceiver.cs.zip
Issue Analytics
- State:
- Created 3 months ago
- Reactions:1
- Comments:9 (2 by maintainers)
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Top GitHub Comments
For now I’m using a workaround to run my code only on the first trigger
Since there haven’t been any recent updates here, I am going to close this issue.
@Grimshady if you’re still experiencing this problem and want to continue the discussion just leave a comment here and we are happy to re-open this.