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AppsFlyer Unity Epic 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 Epic game.

AppsflyerEpicModule - Interface

AppsflyerEpicModule.cs, included in the scenes folder, contains the required code and logic to connect to AppsFlyer servers and report events.


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

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


// for regular init
AppsflyerEpicModule afm = new AppsflyerEpicModule(<< DEV_KEY >>, << EPIC_APP_ID >>, this);

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


  • DEV_KEY: Get from the marketer or AppsFlyer HQ.
  • EPIC_APP_ID: Found in the Epic store link
  • MonoBehaviour mono:
  • bool isSandbox: Whether to activate sandbox mode. False by default.


This method sends first open/session requests to AppsFlyer.

Signature de la méthode

void Start(bool skipFirst = false)


// without the flag

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


Once this method is invoked, our SDK no longer communicates with our servers and stops functioning.
Useful when implementing user opt-in/opt-out.

Signature de la méthode

void Stop()


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


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)


// 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);


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: "2023-03-13T10:00:00+00:00"

Signature de la méthode

bool IsInstallOlderThanDate(string datestring)


// 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");


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()


AppsflyerEpicModule afm = new AppsflyerEpicModule(<< DEV_KEY >>, << EPIC_APP_ID >>, this);
string af_uid = afm.GetAppsFlyerUID();


Setting your own customer ID enables you to cross-reference your own unique ID with AppsFlyer’s unique ID and other devices’ IDs.
This ID is available in raw-data reports and in the Postback APIs for cross-referencing with your internal IDs.
Can be used only before calling Start().

Signature de la méthode

void SetCustomerUserId(string cuid)


AppsflyerEpicModule afm = new AppsflyerEpicModule(DEV_KEY, STEAM_APP_ID, this);

Running the sample app

  1. Open Unity hub and open the project.
  2. Use the sample code in AppsflyerEpicScript.cs and update it with your DEV_KEY and APP_ID (in the gaming object).
  3. Add the AppsflyerEpicScript 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 message:
  5. After 24 hours, the AppsFlyer dashboard updates and shows organic and non-organic installs and in-app events.

Implementing AppsFlyer in your Epic game


  1. Add EOS to your Unity project. Follow the Epic Online Services Unity plugin instructions and add it through your package manager.
  2. Add EOSManager.cs to a game object.
  3. Add the script from Assets/Scenes/AppsflyerEpicModule.cs to your app.
  4. Use the sample code in Assets/Scenes/AppsflyerEpicScript.cs and update it with your DEV_KEY and APP_ID.
  5. Initialize the SDK.
AppsflyerEpicModule afm = new AppsflyerEpicModule(<< DEV_KEY >>, << EPIC_APP_ID >>, this);
  1. Start the AppsFlyer integration.
  2. Report in-app events.

Resetting the attribution

  1. 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