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Affise Unity package

Change Log

Artifact Version
attribution 1.6.26

Description

Affise SDK is a software you can use to collect app usage statistics, device identifiers, deeplink usage, track install referrer.

Quick start

Integration

Integrate unity package

Open Package Manager(Window / Package Manager)

Add package from git url https://github.com/affise/sdk-unity.git

package_manager

Integrate unitypackage file

Download latest Affise SDK attribution-1.6.26.unitypackage from releases page and drop this file to unity editor

Initialize

Unity asset

After package is added to unity project, initialize affise settings.

Open Project Settings(Edit / Project Settings)

On Affise tab click Create button.

affise_settings_new

This will create Affise Settings.asset in Assets / Affise / Resources directory.

Note

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Settings set in Edit / Project Settings / Affise are marked as Active Settings

Affise is using settings marked as Active Settings

located in root of folder Resources which can be located in any folder

Example <Any folder> / Resources / <Your affise settings>.asset

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Warning

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Settings located in Editor folder are invalid.

Example: Editor / Resources / <Your affise settings>.asset

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Fill all required fields

affise_settings

Domain

Set SDK server domain:

  1. Open Edit / Project Settings / Affise
  2. Unfold Optional section at the bottom
  3. Fill Domain field

Manual

Demo app AffiseDemo.cs

Affise
    .Settings(
        affiseAppId: "Your appId", //Change to your app id
        secretKey: "Your SDK secretKey" //Change to your SDK secretKey
    )
    .Start(); // Start Affise SDK
Domain

Set SDK server domain:

Affise
    .Settings(
        affiseAppId: "Your appId",
        secretKey: "Your SDK secretKey"
    )
    .setDomain("https://YoureCustomDomain/") // Set custom domain
    .Start(); // Start Affise SDK

Before application is published

Warning

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Please make sure your credentials are valid

Visit section validation credentials

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Requirements

iOS

Affise Advertising module uses AppTrackingTransparency framework to get advertisingIdentifier For working functionality your app needs to declare NSUserTrackingUsageDescription permission:

Key NSUserTrackingUsageDescription value is set in Edit / Project Settings / Affise / Modules

Key added automatically then module Advertising is selected

Default value is empty string ""

Modules

Open Edit / Project Settings / Affise

On Modules tab select all required

affise_modules

If module start type is manual, then call is code:

Affise.Module.ModuleStart(AffiseModules.Advertising);

Get list of installed modules:

Affise.Module.GetModulesInstalled()

Android

All affise modules is updated automatically on build

Warning

No manual editing is reqired

Module Version Start
Advertising module-advertising Auto
AndroidId module-androidid Auto
Link module-link Auto
Network module-network Auto
Phone module-phone Auto
Status module-status Auto

Dependencies located in Android project gradle file build.gradle

final affise_version = '1.6.47'

dependencies {
    // ...
    // Affise modules
    implementation "com.affise:module-advertising:$affise_version"
    implementation "com.affise:module-androidid:$affise_version"
    implementation "com.affise:module-link:$affise_version"
    implementation "com.affise:module-network:$affise_version"
    implementation "com.affise:module-phone:$affise_version"
    implementation "com.affise:module-status:$affise_version"
    implementation "com.affise:module-subscription:$affise_version"
}

iOS

All affise modules is updated automatically on build

Warning

No manual editing is reqired

Module Version Start
Advertising 1.6.42 Manual
Link 1.6.42 Auto
Status 1.6.42 Auto

Dependencies located in XCode project folder Podfile

platform :ios, '11.0'

target 'UnityFramework' do
  pod 'AffiseInternal', '1.6.42'

  # Affise Modules
  pod 'AffiseModule/Advertising', `1.6.42`
  pod 'AffiseModule/Link', '~> 1.6.42'
  pod 'AffiseModule/Status', `1.6.42`
end

target 'Unity-iPhone' do
end

use_frameworks! :linkage => :static

Module Advertising

iOS

This module required to Use IDFA (Identifier for advertisers)

Warning

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Module Advertising requires NSUserTrackingUsageDescription key in info.plist

Application will crash if key not present

Key NSUserTrackingUsageDescription value is set in Edit / Project Settings / Affise / Modules

Key added automatically then module Advertising is selected

Default value is empty string ""

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Or Manual open info.plist and add key NSUserTrackingUsageDescription with string value. For more information read requirements

Module Link

Return last url in chan of redirection

πŸŸ₯Support MAX 10 redirectionsπŸŸ₯

Affise.Module.LinkResolve("SITE_WITH_REDIRECTION", (redirectUrl) => {  
    // handle redirect url
});

Module Status

Warning

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If getStatus return an error or working more than 2 minutes

Please see section validation credentials

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Affise.Module.GetStatus(AffiseModules.Status, response => {
    // handle response
});

Module Subscription

Get products by ids:

var ids = new List<AffiseProduct> {
    "exampple.product.id_1", 
    "exampple.product.id_2",
};

Affise.Module.FetchProducts(ids, (result) =>
{
    if (result.IsSuccess)
    {
        var value = result.AsSuccess;
        var products = value.Products;
        var invalidIds = value.InvalidIds;
    }
    else
    {
        var error = result.AsFailure;
    }
});

Purchase product:

// Specify product type for correct affise event
Affise.Module.Purchase(product, AffiseProductType.CONSUMABLE, (result) =>
{
    if (result.IsSuccess)
    {
        AffisePurchasedInfo purchasedInfo = result.AsSuccess;
    }
    else
    {
        var error = result.AsFailure;
    }
});

Build

iOS

SDK is using Cocoapods

  1. In Build setting select iOS platform and press Build
  2. Select build folder (unity will exported iOS project to build folder)
  3. Build folder should contain Podfile
  4. In Terminal open build folder and run commend pod install
  5. Open generated *.worksapce to build your unity project

Warning

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If command pod install returns error CocoaPods could not find compatible versions for pod "AffiseInternal"

Run pod repo update and then run pod install again

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If Podfile hasn't generated you can create it manually using this Podfile as template

Podfile:

platform :ios, '11.0'

target 'UnityFramework' do
  pod 'AffiseInternal', '1.6.42'

  # Affise Modules
  # pod 'AffiseModule', `1.6.42`
end

target 'Unity-iPhone' do
end

use_frameworks! :linkage => :static

Features

ProviderType identifiers collection

To match users with events and data library is sending, these ProviderType identifiers are collected:

Attribution

  • AFFISE_APP_ID
  • AFFISE_PKG_APP_NAME
  • AFF_APP_NAME_DASHBOARD
  • APP_VERSION
  • APP_VERSION_RAW
  • STORE
  • TRACKER_TOKEN
  • TRACKER_NAME
  • FIRST_TRACKER_TOKEN
  • FIRST_TRACKER_NAME
  • LAST_TRACKER_TOKEN
  • LAST_TRACKER_NAME
  • OUTDATED_TRACKER_TOKEN
  • INSTALLED_TIME
  • FIRST_OPEN_TIME
  • INSTALLED_HOUR
  • FIRST_OPEN_HOUR
  • INSTALL_FIRST_EVENT
  • INSTALL_BEGIN_TIME
  • INSTALL_FINISH_TIME
  • REFERRER_INSTALL_VERSION
  • REFERRAL_TIME
  • REFERRER_CLICK_TIME
  • REFERRER_CLICK_TIME_SERVER
  • REFERRER_GOOGLE_PLAY_INSTANT
  • CREATED_TIME
  • CREATED_TIME_MILLI
  • CREATED_TIME_HOUR
  • UNINSTALL_TIME
  • REINSTALL_TIME
  • LAST_SESSION_TIME
  • CPU_TYPE
  • HARDWARE_NAME
  • DEVICE_MANUFACTURER
  • DEEPLINK_CLICK
  • DEVICE_ATLAS_ID
  • AFFISE_DEVICE_ID
  • AFFISE_ALT_DEVICE_ID
  • ANDROID_ID
  • ANDROID_ID_MD5
  • REFTOKEN
  • REFTOKENS
  • REFERRER
  • USER_AGENT
  • MCCODE
  • MNCODE
  • REGION
  • COUNTRY
  • LANGUAGE
  • DEVICE_NAME
  • DEVICE_TYPE
  • OS_NAME
  • PLATFORM
  • SDK_PLATFORM
  • API_LEVEL_OS
  • AFFISE_SDK_VERSION
  • OS_VERSION
  • RANDOM_USER_ID
  • AFFISE_SDK_POS
  • TIMEZONE_DEV
  • AFFISE_EVENT_NAME
  • AFFISE_EVENT_TOKEN
  • LAST_TIME_SESSION
  • TIME_SESSION
  • AFFISE_SESSION_COUNT
  • LIFETIME_SESSION_COUNT
  • AFFISE_DEEPLINK
  • AFFISE_PART_PARAM_NAME
  • AFFISE_PART_PARAM_NAME_TOKEN
  • AFFISE_APP_TOKEN
  • LABEL
  • AFFISE_SDK_SECRET_ID
  • UUID
  • AFFISE_APP_OPENED
  • PUSHTOKEN
  • AFFISE_EVENTS_COUNT
  • AFFISE_SDK_EVENTS_COUNT
  • AFFISE_METRICS_EVENTS_COUNT
  • AFFISE_INTERNAL_EVENTS_COUNT
  • IS_ROOTED
  • IS_EMULATOR

Advertising

  • GAID_ADID
  • GAID_ADID_MD5
  • OAID
  • OAID_MD5
  • ADID
  • ALTSTR_ADID
  • FIREOS_ADID
  • COLOROS_ADID

Network

  • MAC_SHA1
  • MAC_MD5
  • CONNECTION_TYPE
  • PROXY_IP_ADDRESS

Phone

  • NETWORK_TYPE
  • ISP

Event send control

There are two ways to send events

  1. Cache event to later scheduled send in batch
AddToCartEvent()
    .Send();
  1. Send event right now
AddToCartEvent()
    .SendNow(() =>
        {
            // handle event send success
        }, (errorResponse) =>
        {
            // handle event send failed
            // πŸŸ₯Warning:πŸŸ₯ event is NOT cached for later send
        }
    );

Events tracking

For example, we want to track achievements. To send event first create it with following code

class Presenter {
    void OnUnlockAchievement()
    {
        var achievement =  new JSONObject
        {
            ["achievement"] = "new level",
        };

        new UnlockAchievementEvent("best damage")
            .AddPredefinedParameter(PredefinedLong.USER_SCORE, 12552L)
            .AddPredefinedParameter(PredefinedString.ACHIEVEMENT_ID, "1334-1225-ASDZ")
            .AddPredefinedParameter(PredefinedObject.CONTENT, achievement)
            .Send();
    }
}

With above example you can implement other events:

  • AchieveLevel
  • AddPaymentInfo
  • AddToCart
  • AddToWishlist
  • AdRevenue
  • ClickAdv
  • CompleteRegistration
  • CompleteStream
  • CompleteTrial
  • CompleteTutorial
  • Contact
  • ContentItemsView
  • CustomizeProduct
  • DeepLinked
  • Donate
  • FindLocation
  • InitiateCheckout
  • InitiatePurchase
  • InitiateStream
  • Invite
  • LastAttributedTouch
  • Lead
  • ListView
  • Login
  • OpenedFromPushNotification
  • Order
  • OrderItemAdded
  • OrderItemRemove
  • OrderCancel
  • OrderReturnRequest
  • OrderReturnRequestCancel
  • Purchase
  • Rate
  • ReEngage
  • Reserve
  • Sales
  • Schedule
  • Search
  • Share
  • SpendCredits
  • StartRegistration
  • StartTrial
  • StartTutorial
  • SubmitApplication
  • Subscribe
  • TravelBooking
  • UnlockAchievement
  • Unsubscribe
  • Update
  • ViewAdv
  • ViewCart
  • ViewContent
  • ViewItem
  • ViewItems
  • InitialSubscription
  • InitialTrial
  • InitialOffer
  • ConvertedTrial
  • ConvertedOffer
  • TrialInRetry
  • OfferInRetry
  • SubscriptionInRetry
  • RenewedSubscription
  • FailedSubscriptionFromRetry
  • FailedOfferFromRetry
  • FailedTrialFromRetry
  • FailedSubscription
  • FailedOfferise
  • FailedTrial
  • ReactivatedSubscription
  • RenewedSubscriptionFromRetry
  • ConvertedOfferFromRetry
  • ConvertedTrialFromRetry
  • Unsubscription

Custom events tracking

Use any of custom events if default doesn't fit your scenario:

  • CustomId01Event
  • CustomId02Event
  • CustomId03Event
  • CustomId04Event
  • CustomId05Event
  • CustomId06Event
  • CustomId07Event
  • CustomId08Event
  • CustomId09Event
  • CustomId10Event

If above event functionality still limits your usecase, you can use UserCustomEvent

new UserCustomEvent(eventName: "MyCustomEvent")
    .Send();  

Predefined event parameters

To enrich your event with another dimension, you can use predefined parameters for most common cases. Add it to any event:

class Presenter {
    void OnUnlockAchievement()
    {
        var achievement = new JSONObject
        {
            ["achievement"] = "new level",
        };
        
        new UnlockAchievementEvent(
            userData: "best damage"
        )
            .AddPredefinedParameter(PredefinedString.DESCRIPTION, "best damage")
            .AddPredefinedParameter(PredefinedObject.CONTENT, achievement)
            .Send();
    }
}

In examples above PredefinedParameters.DESCRIPTION and PredefinedObject.CONTENT is used, but many others is available:

PredefinedParameter Type
PredefinedString string
PredefinedLong long
PredefinedFloat float
PredefinedObject JSONObject
PredefinedListObject List<JSONObject>
PredefinedListString List<string>

PredefinedString

  • ACHIEVEMENT_ID
  • ADREV_AD_TYPE
  • BRAND
  • BRICK
  • CAMPAIGN_ID
  • CATALOGUE_ID
  • CHANNEL_TYPE
  • CITY
  • CLASS
  • CLICK_ID
  • CONTENT_ID
  • CONTENT_NAME
  • CONTENT_TYPE
  • CONVERSION_ID
  • COUNTRY
  • COUPON_CODE
  • CURRENCY
  • CUSTOMER_SEGMENT
  • CUSTOMER_TYPE
  • CUSTOMER_USER_ID
  • DEEP_LINK
  • DESCRIPTION
  • DESTINATION_A
  • DESTINATION_B
  • DESTINATION_LIST
  • EVENT_NAME
  • NEW_VERSION
  • OLD_VERSION
  • ORDER_ID
  • PARAM_01
  • PARAM_02
  • PARAM_03
  • PARAM_04
  • PARAM_05
  • PARAM_06
  • PARAM_07
  • PARAM_08
  • PARAM_09
  • PARAM_10
  • PAYMENT_INFO_AVAILABLE
  • PID
  • PREFERRED_NEIGHBORHOODS
  • PRODUCT_ID
  • PRODUCT_NAME
  • PURCHASE_CURRENCY
  • RECEIPT_ID
  • REGION
  • REGISTRATION_METHOD
  • REVIEW_TEXT
  • SEARCH_STRING
  • SEGMENT
  • STATUS
  • SUBSCRIPTION_ID
  • SUCCESS
  • SUGGESTED_DESTINATIONS
  • SUGGESTED_HOTELS
  • TUTORIAL_ID
  • UTM_CAMPAIGN
  • UTM_MEDIUM
  • UTM_SOURCE
  • VALIDATED
  • VERTICAL
  • VIRTUAL_CURRENCY_NAME
  • VOUCHER_CODE

PredefinedLong

  • AMOUNT
  • DATE_A
  • DATE_B
  • DEPARTING_ARRIVAL_DATE
  • DEPARTING_DEPARTURE_DATE
  • HOTEL_SCORE
  • LEVEL
  • MAX_RATING_VALUE
  • NUM_ADULTS
  • NUM_CHILDREN
  • NUM_INFANTS
  • PREFERRED_NUM_STOPS
  • PREFERRED_STAR_RATINGS
  • QUANTITY
  • RATING_VALUE
  • RETURNING_ARRIVAL_DATE
  • RETURNING_DEPARTURE_DATE
  • SCORE
  • TRAVEL_START
  • TRAVEL_END
  • USER_SCORE
  • EVENT_START
  • EVENT_END

PredefinedFloat

  • PREFERRED_PRICE_RANGE
  • PRICE
  • REVENUE
  • LAT
  • LONG

PredefinedObject

  • CONTENT

PredefinedListObject

  • CONTENT_LIST

PredefinedListString

  • CONTENT_IDS

Events buffering

Affise library will send any pending events with first opportunity, but if there is no network connection or device is disabled, events are kept locally for 7 days before deletion.

Push token tracking

To let affise track push token you need to receive it from your push service provider, and pass to Affise library. First add firebase integration to your app completing these steps: Firebase iOS or Android Docs

Affise.AddPushToken(token);

Deeplinks / Applink

  • Register deeplink callback right after Affise.Settings(affiseAppId,secretKey).Start()
Affise.RegisterDeeplinkCallback((value) =>
{ 
    // full uri "scheme://host/path?parameters"
    var deeplink = value.Deeplink;

    // separated for convenience
    var scheme = value.Scheme;
    var host = value.Host;
    var path = value.Path;
    var queryParametersMap = value.Parameters;

    if(queryParametersMap["<your_uri_key>"]?.Contains("<your_uri_key_value>") == true) {
      // handle value
    }
});

Test Android DeepLink via terminal command:

adb shell am start -a android.intent.action.VIEW -d "YOUR_SCHEME://YOUR_DOMAIN/somepath?param=1\&list=some\&list=other\&list="

Test iOS DeepLink via terminal command:

xcrun simctl openurl booted "YOUR_SCHEME://YOUR_DOMAIN/somepath?param=1&list=some&list=other&list=1"

Config

Open Edit / Project Settings / Affise

On Settings tab add links

affise_deeplinks

Warning

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For Android deeplink remove is manual

Open Android project and remove deeplink intent-filter from AndroidManifest.xml

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Config Deeplink Manual

Warning

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Deeplinks support only CUSTOM scheme NOT http or https

For http or https read how to setup AppLinks

πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

Android

To integrate deeplink support in android you need:

  • Add intent filter to AndroidManifest.xml. For more info read Unity docs

  • Add custom scheme (NOT http or https) and host to filter

Example: YOUR_SCHEME://YOUR_DOMAIN

Example: myapp://mydomain.com

<intent-filter android:autoVerify="true">
    <action android:name="android.intent.action.VIEW" />
    
    <category android:name="android.intent.category.DEFAULT" />
    <category android:name="android.intent.category.BROWSABLE" />
    
    <data
        android:host="YOUR_DOMAIN"
        android:scheme="YOUR_SCHEME" />
</intent-filter>

iOS

To integrate deeplink support in iOS you need:

Add key CFBundleURLTypes to Info.plist file in Xcode project folder

Example: YOUR_SCHEME://YOUR_DOMAIN

Example: myapp://mydomain.com

<key>CFBundleURLTypes</key>
<array>
    <dict>
        <key>CFBundleTypeRole</key>
        <string>Editor</string>
        <key>CFBundleURLName</key>
        <string>YOUR_DOMAIN</string>
        <key>CFBundleURLSchemes</key>
        <array>
            <string>YOUR_SCHEME</string>
        </array>
    </dict>
</array>

Config Applink Manual

Warning

πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

You must owne website domain.

And has ability to add file https://yoursite/.well-known/apple-app-site-association for iOS support

And has ability to add file https://yoursite/.well-known/assetlinks.json for Android support

πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

Android

To integrate applink support in android you need:

  • Add intent filter to AndroidManifest.xml. For more info read Unity docs

  • Add https or http scheme and host to filter

Example: https://YOUR_DOMAIN

Example: https://mydomain.com

<intent-filter android:autoVerify="true">
    <action android:name="android.intent.action.VIEW" />
    
    <category android:name="android.intent.category.DEFAULT" />
    <category android:name="android.intent.category.BROWSABLE" />
    
    <data
        android:host="YOUR_DOMAIN"
        android:scheme="https" />
</intent-filter>
  • Associate your app with your website. Read Google instructions

    How To Associate your app with your website

    After setting up URL support for your app, the App Links Assistant generates a Digital Assets Links file you can use to associate your website with your app.

    As an alternative to using the Digital Asset Links file, you can associate your site and app in Search Console.

    If you're using Play App Signing for your app, then the certificate fingerprint produced by the App Links Assistant usually doesn't match the one on users' devices. In this case, you can find the correct Digital Asset Links JSON snippet for your app in your Play Console developer account under Release > Setup > App signing.

    To associate your app and your website using the App Links Assistant, click Open Digital Asset Links File Generator from the App Links Assistant and follow these steps:

    app-links-assistant-dal-file-generator_2x Figure 2. Enter details about your site and app to generate a Digital Asset Links file.

    1. Enter your Site domain and your Application ID.

    2. To include support in your Digital Asset Links file for One Tap sign-in, select Support sharing credentials between the app and the website and enter your site's sign-in URL.This adds the following string to your Digital Asset Links file declaring that your app and website share sign-in credentials: delegate_permission/common.get_login_creds.

    3. Specify the signing config or select a keystore file.

    Make sure you select the right release config or keystore file for the release build or the debug config or keystore file for the debug build of your app. If you want to set up your production build, use the release config. If you want to test your build, use the debug config.

    1. Click Generate Digital Asset Links file.
    2. Once Android Studio generates the file, click Save file to download it.
    3. Upload the assetlinks.json file to your site, with read access for everyone, at https://yoursite/.well-known/assetlinks.json.

    Important

    The system verifies the Digital Asset Links file via the encrypted HTTPS protocol. Make sure that the assetlinks.json file is accessible over an HTTPS connection, regardless of whether your app's intent filter includes https.

    1. Click Link and Verify to confirm that you've uploaded the correct Digital Asset Links file to the correct location.

    Learn more about associating your website with your app through the Digital Asset Links file in Declare website associations.


iOS

To integrate applink support in iOS you need:

Example: https://YOUR_DOMAIN

Example: https://mydomain.com

<key>com.apple.developer.associated-domains</key>
<array>
    <string>applinks:YOUR_DOMAIN</string>
</array>

Offline mode

In some scenarios you would want to limit Affise network usage, to pause that activity call anywhere in your application following code after Affise start:

Affise.SetOfflineModeEnabled(true) // to enable offline mode
Affise.SetOfflineModeEnabled(false) // to disable offline mode

While offline mode is enabled, your metrics and other events are kept locally, and will be delivered once offline mode is disabled. Offline mode is persistent as Application lifecycle, and will be disabled with process termination automatically. To check current offline mode status call:

Affise.IsOfflineModeEnabled() // returns true or false describing current tracking state

Disable tracking

To disable any tracking activity, storing events and gathering device identifiers and metrics call anywhere in your application following code after Affise start:

Affise.SetTrackingEnabled(true) // to enable tracking
Affise.SetTrackingEnabled(false) // to disable tracking

By default tracking is enabled.

While tracking mode is disabled, metrics and other identifiers is not generated locally. Keep in mind that this flag is persistent until app reinstall, and don't forget to reactivate tracking when needed. To check current status of tracking call:

Affise.IsTrackingEnabled() // returns true or false describing current tracking state

Disable background tracking

To disable any background tracking activity, storing events and gathering device identifiers and metrics call anywhere in your application following code after Affise start:

Affise.SetBackgroundTrackingEnabled(true) // to enable background tracking
Affise.SetBackgroundTrackingEnabled(false) // to disable background tracking

By default background tracking is enabled.

While background tracking mode is disabled, metrics and other identifiers is not generated locally. Background tracking mode is persistent as Application lifecycle, and will be re-enabled with process termination automatically. To check current status of background tracking call:

Affise.IsBackgroundTrackingEnabled() // returns true or false describing current background tracking state

Get random user Id

Affise.GetRandomUserId();

Get random device Id

Affise.GetRandomDeviceId();

Get providers

Returns providers map with ProviderType as key

var providers = Affise.GetProviders();
var key = ProviderType.AFFISE_APP_TOKEN;
if (providers.ContainsKey(key)) {
    var value = providers[key];
}

Is first run

Affise.IsFirstRun();

Get referrer

Warning

🟧🟧🟧🟧🟧🟧🟧🟧🟧🟧🟧🟧🟧🟧🟧

Don't call this method directly in Awake() it may cause NullReferenceException

🟧🟧🟧🟧🟧🟧🟧🟧🟧🟧🟧🟧🟧🟧🟧

Use the next public method of SDK to get referrer

Affise.GetReferrerUrl(referrer => {
    // handle referrer
});

Get referrer value

Use the next public method of SDK to get referrer value by

Affise.GetReferrerUrlValue(ReferrerKey.CLICK_ID, referrer => {
    // handle referrer value
});

Get referrer on server

iOS Only

Note

Requires Affise Status Module for ios

Use the next public method of SDK

Affise.IOS.GetReferrerOnServer(referrer => {
    // handle referrer
});

Get referrer on server parameter

iOS Only

Note

Requires Affise Status Module for ios

Use the next public method of SDK to get referrer parameter by

Affise.IOS.GetReferrerOnServerValue(ReferrerKey.CLICK_ID, referrer => {
    // handle referrer value
});

Referrer keys

In examples above ReferrerKey.CLICK_ID is used, but many others is available:

  • AD_ID
  • CAMPAIGN_ID
  • CLICK_ID
  • AFFISE_AD
  • AFFISE_AD_ID
  • AFFISE_AD_TYPE
  • AFFISE_ADSET
  • AFFISE_ADSET_ID
  • AFFISE_AFFC_ID
  • AFFISE_CHANNEL
  • AFFISE_CLICK_LOOK_BACK
  • AFFISE_COST_CURRENCY
  • AFFISE_COST_MODEL
  • AFFISE_COST_VALUE
  • AFFISE_DEEPLINK
  • AFFISE_KEYWORDS
  • AFFISE_MEDIA_TYPE
  • AFFISE_MODEL
  • AFFISE_OS
  • AFFISE_PARTNER
  • AFFISE_REF
  • AFFISE_SITE_ID
  • AFFISE_SUB_SITE_ID
  • AFFISE_SUB_1
  • AFFISE_SUB_2
  • AFFISE_SUB_3
  • AFFISE_SUB_4
  • AFFISE_SUB_5
  • AFFC
  • PID
  • SUB_1
  • SUB_2
  • SUB_3
  • SUB_4
  • SUB_5

Get module state

Warning

πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

If getStatus return an error or working more than 2 minutes

Please see section validation credentials

πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

Affise.Module.GetStatus(AffiseModules.Status, response => {
    // handle response
});

Platform specific

StoreKit Ad Network

iOS Only

For ios prior 16.1 first call

Affise.IOS.RegisterAppForAdNetworkAttribution(error =>
{
    // Handle error
});

Updates the fine and coarse conversion values, and calls a completion handler if the update fails. Second argument coarseValue is available in iOS 16.1+

Affise.IOS.UpdatePostbackConversionValue(1, SKAdNetwork.CoarseConversionValue.Medium, error =>
{
    // Handle error
});

Configure your app to send postback copies to Affise:

Add key NSAdvertisingAttributionReportEndpoint to project Info.plist Set key value to https://affise-skadnetwork.com/

<key>CFBundleURLTypes</key>
<array>
    <dict>
      <key>NSAdvertisingAttributionReportEndpoint</key>
      <string>https://affise-skadnetwork.com/</string>
    </dict>
</array>

SDK to SDK integrations

// Send AdRevenue info
new AffiseAdRevenue(AffiseAdSource.ADMOB)
        .SetRevenue(2.5f, "ImpressionData_Currency")
        .SetNetwork("ImpressionData_Network")
        .SetUnit("ImpressionData_Unit")
        .SetPlacement("ImpressionData_Placement")
        .Send();

Debug

Validate credentials

Warning

πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

Debug methods WON'T work on Production

πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

Validate your credentials by receiving ValidationStatus values:

  • VALID - your credentials are valid
  • INVALID_APP_ID - your app id is not valid
  • INVALID_SECRET_KEY - your SDK secretKey is not valid
  • PACKAGE_NAME_NOT_FOUND - your application package name not found
  • NOT_WORKING_ON_PRODUCTION - you using debug method on production
  • NETWORK_ERROR - network or server not available (for example Airoplane mode is active)
Affise
    .Settings(
        affiseAppId: "Your appId",
        secretKey: "Your SDK secretKey"
    )
    .SetProduction(false) //To enable debug methods set Production to false
    .Start(); // Start Affise SDK

Affise.Debug.Validate(status =>
{
    // Handle validation status
});

Troubleshoots

iOS

Warning

πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

This app has crashed because Affise Advertising Module is attempted to access privacy-sensitive data without a usage description.

The app's Info.plist must contain an NSUserTrackingUsageDescription key with a string value explaining

to the user how the app uses this data.

πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

Open info.plist and add key NSUserTrackingUsageDescription with string value. For more information read requirements

Android

Warning

πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

Application has crashed on Android 14 (API level 34) with error

java.lang.SecurityException: One of RECEIVER_EXPORTED or RECEIVER_NOT_EXPORTED should be specified when a receiver isn't being registered exclusively for system broadcasts

Cause: Google enforced new security policy for Android 14 (API level 34).

πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯πŸŸ₯

Update Unity minimum version for 2023.3.0a4, 2022.3.14f1, 2021.3.33f1 Related Unity issue

Earlier versions are not supported