Meta Quest 2 Unity
Link para o repositório
GitHub
AppsFlyer Meta Quest Unity SDK integration
A AppsFlyer capacita os profissionais de marketing de jogos a tomar melhores decisões, fornecendo ferramentas poderosas para executar a atribuição entre plataformas.
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.
Pré-requisitos
- Unity 2021.3.16f1
- The Oculus SDK - follow the Oculus SDK for Unity integration guide.
- Oculus Quest 2 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, 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
Este método envia as primeiras solicitações de abertura/sessão para a AppsFlyer.
Assinatura do método
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.
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 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.
Assinatura do método
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"
Assinatura do método
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
Obter o ID do dispositivo exclusivo da AppsFlyer. O SDK gera um ID de dispositivo exclusivo da AppsFlyer na instalação do aplicativo. Quando o SDK é iniciado, esse ID é registrado como o ID da primeira instalação do aplicativo.
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 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):
- Inicie o aplicativo de amostra por meio do editor do Unity e verifique se o log de depuração mostra a seguinte mensagem:
- 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 the registry/preferences folder, or use PlayerPrefs.DeleteAll() when testing the attribution in the UnityEditor.
Atualizado 20 dias atrás