Meta Quest 2 Unity

리포지토리에 연결

AppsFlyer Meta Quest Unity SDK integration

Integrate your Meta Quest Unity app or game with AppsFlyer to measure the performance of campaigns marketing these apps.

Game attribution and user measurement require the game to integrate an AppsFlyer SDK that records first opens, sessions, and in-app events. For example, purchase events.

선행 조건

AppsflyerModule - Interface

AppsflyerModule.cs는 scenes 폴더에 들어 있으며 앱스플라이어 서버에 연결하고 이벤트를 리포트하는 데 필요한 코드와 로직이 포함되어 있습니다.


This method receives your API key, App ID, the parent MonoBehaviour and a sandbox mode flag (optional, false by default), and initializes the AppsFlyer Module.

Method signature

AppsflyerModule(string devkey, string appid, MonoBehaviour mono, bool isSandbox = false)


  • string DEV_KEY: 마케터 또는 앱스플라이어 본사에서 얻을 수 있습니다.
  • string QUEST_APP_ID: Your Quest Store app ID. For Quest 2/3, this is the number in the store URL. For example:
  • MonoBehaviour mono: The parent MonoBehaviour.
  • bool isSandbox: Flag that determines whether to activate sandbox mode. False by default. This option is for debugging. With the sandbox mode, AppsFlyer dashboard doesn't show the data.


// for regular init
AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << QUEST_APP_ID >>, this);

// for init in sandbox mode (reports the events to the sandbox endpoint)
AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << QUEST_APP_ID >>, this, true);


이 메서드는 앱스플라이어에 first open/session 요청을 보냅니다.

Method signature

void Start(bool skipFirst = false)


  • bool skipFirst: Determines whether or not to skip first open events and send session events. The value is false by default. If true , first open events are skipped and session events are sent. See example


// without the flag

// with the flag
bool skipFirst = [SOME_CONDITION];


This method stops the SDK from functioning and communicating with AppsFlyer servers. It's used when implementing user opt-in/opt-out.

Method signature

void Stop()


// Starting the SDK
// ...
// Stopping the SDK, preventing further communication with AppsFlyer


이 메서드는 이벤트 이름과 JSON 객체를 수신하고 앱스플라이어에 인앱이벤트를 보냅니다.

Method signature

void LogEvent(
      string event_name,
      Dictionary<string, object> event_parameters,
      Dictionary<string, object> event_custom_parameters = null


  • string event_name: The name of the event.
  • Dictionary<string, object> event_parameters: Dictionary object that contains the predefined event parameters.
  • Dictionary<string, object> event_custom_parameters: [Optional] Dictionary object which contains the any custom event parameters.


// set event name
string event_name = "af_purchase";
// set event values
Dictionary<string, object> event_parameters = new Dictionary<string, object>();
event_parameters.Add("af_currency", "USD");
event_parameters.Add("af_revenue", 12.12);
// send logEvent request
afm.LogEvent(event_name, event_parameters);

// send logEvent request with custom params
Dictionary<string, object> event_custom_parameters = new Dictionary<string, object>();
event_custom_parameters.Add("goodsName", "新人邀约购物日");
afm.LogEvent(event_name, event_parameters, event_custom_parameters);


This method sets a customer ID that enables you to cross-reference your unique ID with the AppsFlyer unique ID and other device IDs. Note: You can only use this method before calling Start().
The customer ID is available in raw data reports and in the postbacks sent via API.

Method signature

void SetCustomerUserId(string cuid)


  • string cuid: Custom user id.


AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << QUEST_APP_ID >>, this);


This method receives a date string and returns true if the game folder creation date is older than the date string. The date string format is: "2023-03-01T23:12:34+00:00".

Method signature

bool IsInstallOlderThanDate(string datestring)


  • string datestring: Date string in yyyy-mm-ddThh:mm:ss+hh:mm format.


// the creation date in this example is "2023-03-23T08:30:00+00:00"
bool newerDate = afm.IsInstallOlderThanDate("2023-06-13T10:00:00+00:00");
bool olderDate = afm.IsInstallOlderThanDate("2023-02-11T10:00:00+00:00");

// will return true
Debug.Log("newerDate:" + (newerDate ? "true" : "false"));
// will return false
Debug.Log("olderDate:" + (olderDate ? "true" : "false"));

// example usage with skipFirst -
// skipping if the install date is NOT older than the given date
bool IsInstallOlderThanDate = afm.IsInstallOlderThanDate("2023-02-11T10:00:00+00:00");


Get the AppsFlyer unique device ID. The SDK generates an AppsFlyer unique device ID upon app installation. When the SDK is started, this ID is recorded as the ID of the first app install.

Method signature

void GetAppsFlyerUID()


AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << QUEST_APP_ID >>, this);
string af_uid = afm.GetAppsFlyerUID();

샘플 앱 실행

  1. Unity 허브를 열고 프로젝트를 엽니다.
  2. AppsflyerScript.cs and update it with your DEV_KEY and QUEST_APP_ID.
  3. Add the AppsflyerScript to an empty game object (or use the one in the scenes folder).
  4. Launch the sample app via the Unity editor and check that your debug log shows the following messages:
  5. 24시간 후 앱스플라이어 대시보드가 업데이트되고 오가닉 및 논오가닉 인스톨과 인앱이벤트가 표시됩니다.

Implementing AppsFlyer in your Meta Quest game


  1. 스크립트를 Assets/AppsflyerModule.cs 에서 앱으로 추가합니다.
  2. Assets/AppsflyerScript.cs 의 샘플 코드를 사용하여 다음을 업데이트 합니다: DEV_KEY and QUEST_APP_ID.
  3. SDK 초기화.
AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << QUEST_APP_ID >>, this);
  1. 앱스플라이어 연동을시작합니다.
  2. 인앱 이벤트를 리포트합니다.

Resetting the attribution

Delete the PlayerPrefs data in the registry/preferences folder, or use the PlayerPrefs.DeleteAll() function when testing the attribution in the UnityEditor.
AF guid & counter in the Windows Registry