Meta Quest 2 Unity
Link para o repositório
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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.
Pré-requisitos
- Unity 2021.3.16f1
- The Oculus SDK: Follow the Oculus SDK for Unity integration guide.
- Oculus Quest 2/3 Headset
AppsflyerModule - Interface
AppsflyerModule.cs
, incluído na pasta de cenas, contém o código e a lógica necessários para se conectar aos servidores da AppsFlyer e relatar eventos.
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.
Assinatura do método
AppsflyerModule(string devkey, string appid, MonoBehaviour mono, bool isSandbox = false)
Arguments:
string DEV_KEY
: obtenha do profissional de marketing ou do QG da AppsFlyer.string QUEST_APP_ID
: Your Quest Store app ID. For Quest 2/3, this is the number in the store URL. For example: https://www.oculus.com/experiences/quest/XXXXXXXXXXXXXXXX/.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.
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
Este método envia as primeiras solicitações de abertura/sessão para a AppsFlyer.
Assinatura do método
void Start(bool skipFirst = false)
Argumentos
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.
Assinatura do método
void Stop()
Usage:
// Starting the SDK
afm.Start();
// ...
// Stopping the SDK, preventing further communication with AppsFlyer
afm.Stop();
LogEvent
Este método recebe um nome de evento e um objeto JSON e envia um evento in-app para a AppsFlyer.
Assinatura do método
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 that contains the predefined event parameters.Dictionary<string, object> event_custom_parameters
: [Optional] 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);
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.
Assinatura do método
void SetCustomerUserId(string cuid)
Arguments:
string cuid
: Custom user id.
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".
Assinatura do método
bool IsInstallOlderThanDate(string datestring)
Arguments:
string datestring
: Date string inyyyy-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);
GetAppsFlyerUID
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.
Assinatura do método
void GetAppsFlyerUID()
Usage:
AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << QUEST_APP_ID >>, this);
afm.Start();
string af_uid = afm.GetAppsFlyerUID();
Executando o aplicativo de exemplo
- Abra o hub do Unity e abra o projeto.
- Use o código de exemplo em
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 messages:
- Após 24 horas, o painel da AppsFlyer é atualizado e mostra instalações orgânicas e não orgânicas e eventos in-app.
Implementing AppsFlyer in your Meta Quest game
Setup
- Adicione o script de
Assets/AppsflyerModule.cs
ao seu aplicativo. - Use o código de exemplo em
Assets/AppsflyerScript.cs
e atualize-o com o seuDEV_KEY
andQUEST_APP_ID
. - Inicialize o SDK.
AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << QUEST_APP_ID >>, this);
- Inicie a integração da AppsFlyer.
- Reporte os eventos in-app.
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.
Atualizado 10 meses atrás