Native PC Unity

리포지토리에 연결
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AppsFlyer Native PC Unity SDK integration

는 앱스플라이어크로스 플랫폼 어트리뷰션을 수행할 수 있는 강력한 도구를 제공하여 게임 마케터가 더 나은 결정을 내릴 수 있도록 지원합니다.

Game attribution requires the game to integrate the AppsFlyer SDK that records first opens, consecutive sessions, and in-app events. For example, purchase events.
We recommend you use this sample app as a reference for integrating the AppsFlyer SDK into your Unity Native PC game.

Note: The sample code that follows is supported in a both Windows & Mac environment.


AppsflyerModule - Interface

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

AppsflyerModule

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)

Arguments:

  • DEV_KEY: 마케터 또는 앱스플라이어 본사에서 얻을 수 있습니다.
  • APP_ID: The app id on Appsflyer HQ (excluding the nativepc- 제외).
  • MonoBehaviour mono: the parent MonoBehaviour.
  • bool isSandbox: Whether to activate sandbox mode. False by default. This option is for debugging. With the sandbox mode, AppsFlyer dashboard does not show the data.

Usage:

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

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

Start

이 메서드는 앱스플라이어에 first open/session 요청을 보냅니다.

Method signature

void Start(bool skipFirst = false)

인수

  • 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

Usage:

// without the flag
afm.Start();

// with the flag
bool skipFirst = [SOME_CONDITION];
afm.Start(skipFirst);

Stop

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()

Usage:

// Starting the SDK
afm.Start();
// ...
// Stopping the SDK, preventing further communication with AppsFlyer
afm.Stop();

LogEvent

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
   )

Arguments:

  • string event_name: the name of the event.
  • Dictionary<string, object> event_parameters: dictionary object which contains the predefined event parameters.
  • Dictionary<string, object> event_custom_parameters: (non-mandatory): dictionary object which contains the any custom event parameters.

Usage:

// 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);

IsInstallOlderThanDate

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)

Arguments:

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

Usage:

// 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");
afm.Start(!IsInstallOlderThanDate);

SetCustomerUserId

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)

Arguments:

  • string cuid: Custom user id.

Usage:

AppsflyerSteamModule afm = new AppsflyerSteamModule(DEV_KEY, STEAM_APP_ID, this);
afm.SetCustomerUserId("15667737-366d-4994-ac8b-653fe6b2be4a");
afm.Start();

SetSharingFilterForPartners

This method lets you configure which partners should the SDK exclude from data-sharing. Partners that are excluded with this method will not receive data through postbacks, APIs, raw data reports, or any other means.

Method signature

public void SetSharingFilterForPartners(List<string> sharingFilter)

Arguments:

  • List<string> sharingFilter: a list of partners to filter. For example: new List<string>() {"partner1_int", "partner2_int"};

Usage:

AppsflyerModule afm = new AppsflyerModule(DEV_KEY, APP_ID, this);

// set the sharing filter
var sharingFilter = new List<string>() {"partner1_int", "partner2_int"};
afm.SetSharingFilterForPartners(sharingFilter);

// start the SDK (send firstopen/session request)
afm.Start();

GetAppsFlyerUID

앱스플라이어의 고유 기기 ID를 가져옵니다. SDK는 앱 설치 시 앱스플라이어의 고유 기기 ID를 생성합니다. SDK가 시작되면 이 ID가 첫 번째 앱 인스톨의 ID로 기록됩니다.

Method signature

void GetAppsFlyerUID()

Usage:

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

샘플 앱 실행

  1. Unity 허브를 열고 프로젝트를 엽니다.
  2. Use the sample code in AppsflyerScript.cs and update it with your DEV_KEY and APP_ID.
  3. Add the AppsflyerScript to an empty game object (or use the one in the scenes folder):
    Request-OK
  4. Unity 편집기를 통해 샘플 앱을 실행하고 디버그 로그에 다음 메시지가 표시되는지 확인합니다.
    Request-OK
  5. 24시간 후 앱스플라이어 대시보드가 업데이트되고 오가닉 및 논오가닉 인스톨과 인앱이벤트가 표시됩니다.

Implementing AppsFlyer in your Native PC game

Setup

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

Resetting the attribution

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