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Your MainCameraScript class must implement IAppoxeeCallable in order to receive the results of the API calls.
- Your MainCameraScript class should hold a member of the AppoxeeAndroidBridge in order to use the different API calls after initializing it, using the Factory method.
- In order to initialise the Appoxee Uity Unity Bridge, call AppoxeeAndroidBridge.CreateAppoxeeAndroidBridge() , passing it your gameObject, Your SDK Key & Secret Key. Do so in your onEnable() method.
- In your onStart() method, call AppoxeeReportActivate() in order to signal to the SDK that the App is now in foreground. This is crucial for analytics.
- In your onDestroy() method, call AppoxeeReportBackground() in order to signal to the SDK that the App is now in background, This is crucial for analytics.
- Please Note : if your AppoxeeAndroidBridge member is NULL after calling the Factory method, the appoxee-unity-plugin.jar is MISSING, thus resulting a crash on each API call.
The following code snippet shows the MainCameraScript class as step 1 - 5 explain :
Code Block language c# title Init AppoxeeAndroidBridge linenumbers true using UnityEngine; using System; ... public class MainCameraScript : MonoBehaviour,IAppoxeeCallable<String> { ... private AppoxeeAndroidBridge AppoxeePlugin; //Keep as field/member in order to use the API. if Null, API calls will cause a crash in runtime. ... void OnEnable() { if (AppoxeePlugin == null) { AppoxeePlugin = AppoxeeAndroidBridge.CreateAppoxeeAndroidBridge(this, "YOUR_SDK_KEY", "YOUR_SECRET_KEY"); } } ... void Start () { // AppoxeePlugin.AppoxeeReportActivate () must be called to report that the app was activated, crucial for analytics if (AppoxeePlugin != null) AppoxeePlugin.AppoxeeReportActivate (); } ... void OnDestroy() { // AppoxeePlugin.AppoxeeReportBackground () must be called to report that the app was deactivated, crucial for analytics if (AppoxeePlugin != null) AppoxeePlugin.AppoxeeReportBackground (); } ... }
- API Samples can be seen in the following link
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