Preface :
- GooglePlayServices version must be at least 8.1.
- The Plugin contains Appoxee Android SDK version 2.6.1 .
- The Plugin Contains Appoxee iOS SDK version 4.0.8
This part of the documentation extends the integration process of Appoxee's native library into the Unity3D world.
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If your Unity project is being developed with IDE version under 5, please note that using both of our Android & iOS plugins (or any 3rd party plugin) will cause an issue known to Unity3D users, which is described in this URL : iOS build loads assembly from Assets/Plugins/Android. Why? Build fails. There is also mentioning of this (with an alternate solution) in Stack Overflow - Unity Plugin for both iOS and Android Failing AOT for iOS due to AndroidJavaObject |
Integration Instructions :
Phase 1
- Download the Appoxee Android Unity Plugin Zip file for the Download EULA Page.
- Extract the zip file to path :
UnityProjectName/Assets
- For Android Only : Replace in AndroidManifest.xml the "YOUR_PACKAGE_NAME" placeholder to your reverse-domain package name as you set in the Unity IDE
- Verify that this is the directory structure and content after extracting :
- UnityProjectName/Assets/AppoxeePlugin/AppoxeePlugin.cs
- UnityProjectName/Assets/AppoxeePlugin/IAppoxeeCallable.cs
- UnityProjectName/Assets/Plugins/Android/appoxee-sdk.jar
- UnityProjectName/Assets/Plugins/Android/appoxee-unity-plugin.jar
- UnityProjectName/Assets/Plugins/Android/AppoxeeSDK/AndroidManifest.xml
- UnityProjectName/Assets/Plugins/Android/AppoxeeSDK/project.properties
- UnityProjectName/Assets/Plugins/Android/AppoxeeSDK/libs
- UnityProjectName/Assets/Plugins/Android/AppoxeeSDK/res
- UnityProjectName/Assets/Plugins/Android/google-play-services_lib
- UnityProjectName/Assets/Plugins/ios/AppoxeePlugin.h + m
- UnityProjectName/Assets/Plugins/ios/AppoxeePluginDelegate.h + m
- UnityProjectName/Assets/Plugins/ios/UnityAppController+AppoxeeUnity.h + m
- UnityProjectName/Assets/Plugins/ios/AppoxeeSDK.framework
- UnityProjectName/Assets/Plugins/ios/AppoxeeSDKResources.bundle
- Open your Unity project.
Phase 2
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 AppoxeePlugin in order to use the different API calls after initializing it, using the Factory method.
In order to initialise the Appoxee Unity Bridge, call AppoxeePlugin.CreateAppoxeeUnityBridge() , passing it your gameObject, Your SDK Key & Secret Key . Do so in your onStart() method.
Warning title SDK Key & Secret - Do Not Confuse Platforms! iOS - Make sure the Key & Secret under your iOS Application in the Appoxee Dashboard is used for your iOS Unity App, and is passed to the plugin via a AppoxeeConfig.plist file.
Android -Make sure the Key & Secret under your Android Application in the Appoxee Dashboard is used for your Android Unity App, and is passed as a parameter to the initialization method.
Do not mix between them!- 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.
- Android Users - Please Note : if your AppoxeePlugin 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 :
API SamplesCode Block language c# title Init AppoxeeAndroidBridge linenumbers true using UnityEngine; using System; ... public class MainCameraScript : MonoBehaviour,IAppoxeeCallable<String> { ... private AppoxeePlugin unityBridge; //Keep as field/member in order to use the API. if Null, API calls will cause a crash in runtime. ... // Use this for initialization void Start () { if (unityBridgemyBridge == null) { unityBridge Debug.Log ("UNITY: Start() calling constructor"); #if UNITY_IOS // No need to pass an SDK key & App secret on iOS. // Values should be passed via and AppoxeeConfig.plist file, in your Xcode project. myBridge = AppoxeePlugin.CreateAppoxeeUnityBridge(this, "", "YOUR_SDK_KEY"); #elif UNITY_ANDROID myBridge = AppoxeePlugin.CreateAppoxeeUnityBridge(this, "11111.11", "YOUR_SECRET_KEY22222.22"); #endif } } // If Application is on it's way to the background / out of focus, must report deactivation for analytics void OnApplicationPause(bool pauseStatus) { if (pauseStatus) { #if UNITY_ANDROID unityBridge.ReportActivation(); #endif } } ... void OnDestroy() { #if UNITY_ANDROID unityBridge.ReportDeactivation(); #endif } ... }
if (unityBridge != null) { unityBridge.ReportDeactivation(); } #elif #endif } } // If Application is in focus/back in foreground, must report activation for analytics void OnApplicationFocus(bool focusStatus) { if (focusStatus) { #if UNITY_ANDROID if (unityBridge != null) { unityBridge.ReportActivation(); } #elif #endif } } ... }
- iOS Only
- Open your Xcode project.
Add UserNotifications.framework to your projects 'build phases' -> 'Link Binary With Libraries'.
- create a
.plist
file (File -> New -> File... Recource -> Property List) and name it AppoxeeConfig.plist. Provide your SDK key, and other relevant settings.
Code Block language actionscript3 title AppoxeeConfig.plist <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>sdk</key> <dict> <key>sdk_key</key> <string>123456789.00</string> <key>is_eu</key> <!-- Optional, indicate if account is EU / US --> <false/> <key>open_landing_page_inside_app</key> <!-- Optional, indicate if landing page should open inside the app or via Safari --> <false/> </dict> </dict> </plist>
- API Documentation can be seen in the following link