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Preface : 

  1. GooglePlayServices version must be at least 8.1.
  2. The Plugin contains Appoxee SDK version 2.6.1 .

 

Integration Instructions : 

Phase 1
  1. Download the Appoxee Android Unity Plugin Zip file for the Download Page.
  2. Extract the zip file to path : UnityProjectName/Assets
  3. Replace in AndroidManifest.xml the "YOUR_PACKAGE_NAME" placeholder to your reverse-domain package name as you set in the Unity IDE
  4. Verify that this is the directory structure and content after extracting : 
    1. UnityProjectName/Assets/Plugins/AppoxeeAndroidBridge.cs 
    2. UnityProjectName/Assets/Plugins/IAppoxeeCallable.cs 
    3. UnityProjectName/Assets/Plugins/Android/appoxee-sdk.jar 
    4. UnityProjectName/Assets/Plugins/Android/appoxee-unity-plugin.jar 
    5. UnityProjectName/Assets/Plugins/Android/AppoxeeSDK/AndroidManifest.xml 
    6. UnityProjectName/Assets/Plugins/Android/AppoxeeSDK/project.properties 
    7. UnityProjectName/Assets/Plugins/Android/AppoxeeSDK/libs 
    8. UnityProjectName/Assets/Plugins/Android/AppoxeeSDK/res 
    9. UnityProjectName/Assets/Plugins/Android/google-play-services_lib 
  5. Open your Unity project.
Phase 2
  1. Your MainCameraScript class must implement IAppoxeeCallable in order to receive the results of the API calls.

  2. 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.
  3. In order to initialise the Appoxee Unity Bridge, call AppoxeeAndroidBridge.CreateAppoxeeAndroidBridge() , passing it your gameObject, Your SDK Key & Secret Key. Do so in your onEnable() method.

    SDK Key & Secret - Do Not Confuse Platforms!

     

    Make sure the Key & Secret under your iOS Application in the Appoxee Dashboard is used for your iOS Unity App.

    Make sure the Key & Secret under your Android Application in the Appoxee Dashboard is used for your Android Unity App.

    Do not mix between them!
  4. 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.
  5. 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.
  6. 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.
  7. The following code snippet shows the MainCameraScript class as step 1 - 5 explain : 

    Init AppoxeeAndroidBridge
    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 ();
    	}
    ...
    }
  8. API Samples can be seen in the following link


 



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