Meta Quest 2 Unity
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AppsFlyer Meta Quest Unity SDK integration
AppsFlyer empowers gaming marketers to make better decisions by providing powerful tools to perform cross-platform attribution.
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 Meta Quest game.
Conditions préalables
- Unity 2021.3.16f1
- The Oculus SDK - follow the Oculus SDK for Unity integration guide.
- Oculus Quest 2 Headset
AppsflyerModule - Interface
AppsflyerModule.cs
, included in the scenes folder, contains the required code and logic to connect to AppsFlyer servers and report events.
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.
Signature de la méthode
AppsflyerModule(string devkey, string appid, MonoBehaviour mono, bool isSandbox = false)
Arguments:
string DEV_KEY
: Get from the marketer or AppsFlyer HQ.string QUEST_APP_ID
: Your Quest Store app ID (For Quest 2, it's the number in the store URL - for example: https://www.oculus.com/experiences/quest/XXXXXXXXXXXXXXXX/).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 >>, << 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);
Start
This method sends first open/session requests to AppsFlyer.
Signature de la méthode
void Start(bool skipFirst = false)
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.
Signature de la méthode
void Stop()
Usage:
// Starting the SDK
afm.Start();
// ...
// Stopping the SDK, preventing further communication with AppsFlyer
afm.Stop();
LogEvent
This method receives an event name and JSON object and sends an in-app event to AppsFlyer.
Signature de la méthode
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_price", 6.66);
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);
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.
Signature de la méthode
void SetCustomerUserId(string cuid)
Usage:
AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << QUEST_APP_ID >>, this);
afm.SetCustomerUserId("TestCUID");
afm.Start();
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"
Signature de la méthode
bool IsInstallOlderThanDate(string datestring)
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);
GetAppsFlyerUID
Pour obtenir l'ID d'appareil unique AppsFlyer. Le SDK génère un ID d'appareil unique AppsFlyer lorsque l'application est installée. Lorsque le SDK se lance, cet ID est enregistré comme étant l'ID de la première installation
Signature de la méthode
void GetAppsFlyerUID()
Usage:
AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << QUEST_APP_ID >>, this);
afm.Start();
string af_uid = afm.GetAppsFlyerUID();
Running the sample app
- Open Unity hub and open the project.
- Use the sample code in AppsflyerScript.cs and update it with your DEV_KEY and QUEST_APP_ID.
- Add the AppsflyerScript to an empty game object (or use the one in the scenes folder):
- Launch the sample app via the Unity editor and check that your debug log shows the following message:
- After 24 hours, the AppsFlyer dashboard updates and shows organic and non-organic installs and in-app events.
Implementing AppsFlyer in your Meta Quest game
Setup
- Add the script from
Assets/AppsflyerModule.cs
to your app. - Use the sample code in
Assets/AppsflyerScript.cs
and update it with yourDEV_KEY
andQUEST_APP_ID
. - Initialize the SDK.
AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << QUEST_APP_ID >>, this);
- Start the AppsFlyer integration.
- Report in-app events.
Resetting the attribution
Delete the PlayerPrefs data the registry/preferences folder, or use PlayerPrefs.DeleteAll() when testing the attribution in the UnityEditor.
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