The Unity Hub
application is required for development and testing. Inside of Unity Hub
, you will be required to download the current version of the Unity
app.
Download the Unity Hub. The free version works for development and testing, but a Unity Pro license is required for distribution. See Distribution below for details.
Plugins for a Unity project use the following folder structure:
{Project}/Assets/Plugins/{Platform}
-
Download ACPCore-0.0.1-Unity.zip
-
Unzip
ACPCore-0.0.1-Unity.zip
-
Import
ACPCore.unitypackage
via Assets->Import Package -
Download ACPAnalytics-0.0.1-Unity.zip
-
Unzip
ACPAnalytics-0.0.1-Unity.zip
-
Import
ACPAnalytics.unitypackage
via Assets->Import Package
using com.adobe.marketing.mobile;
using AOT;
[MonoPInvokeCallback(typeof(AdobeStartCallback))]
public static void HandleStartAdobeCallback()
{
ACPCore.ConfigureWithAppID("1423ae38-8385-8963-8693-28375403491d");
}
public class MainScript : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
if (Application.platform == RuntimePlatform.Android) {
ACPCore.SetApplication();
}
ACPCore.SetLogLevel(ACPCore.ACPMobileLogLevel.VERBOSE);
ACPCore.SetWrapperType();
ACPIdentity.RegisterExtension();
ACPAnalytics.RegisterExtension();
ACPCore.Start(HandleStartAdobeCallback);
}
}
ACPAnalytics.ExtensionVersion();
ACPAnalytics.SendQueuedHits();
ACPAnalytics.ClearQueue();
[MonoPInvokeCallback(typeof(AdobeGetQueueSizeCallback))]
public static void HandleAdobeGetQueueSizeCallback(long queueSize)
{
Debug.Log("Queue size is : " + queueSize);
}
ACPAnalytics.GetQueueSize(HandleAdobeGetQueueSizeCallback);
[MonoPInvokeCallback(typeof(AdobeGetTrackingIdentifierCallback))]
public static void HandleAdobeGetTrackingIdentifierCallback(string trackingIdentifier)
{
Debug.Log("Tracking identifier is : " + trackingIdentifier);
}
ACPAnalytics.GetTrackingIdentifier(HandleAdobeGetTrackingIdentifierCallback);
ACPAnalytics.SetVisitorIdentifier("VisitorIdentifier");
[MonoPInvokeCallback(typeof(AdobeGetVisitorIdentifierCallback))]
public static void HandleAdobeGetVisitorIdentifierCallback(string visitorIdentifier)
{
Debug.Log("Visitor identifier is : " + visitorIdentifier);
}
ACPAnalytics.GetVisitorIdentifier(HandleAdobeGetVisitorIdentifierCallback);
- Open the demo app in unity.
- Open the test runner from
Window -> General -> TestRunner
. - Click on the
PlayMode
tab. - Connect an Android or iOS device as we run the tests on a device in play mode.
- Select the platform for which the tests need to be run from
File -> Build Settings -> Platform
. - Click
Run all in player (platform)
to run the tests.
Sample App is located at unity-acpanalytics/ACPAnalytics/Assets/Demo. To build demo app for specific platform follow the below instructions.
- Download ACPCore-0.0.1-Unity.zip
- Unzip
ACPCore-0.0.1-Unity.zip
- Import
ACPCore.unitypackage
via Assets->Import Package
- Make sure you have an Android device connected.
- From the menu of the
Unity
app, select File > Build Settings... - Select
Android
from the Platform window - If
Android
is not the active platform, hit the button that says Switch Platform (it will only be available if you actually need to switch active platforms) - Press the Build And Run button
- You will be asked to provide a location to save the build. Make a new directory at unity-acpanalytics/ACPAnalytics/Builds (this folder is in the .gitignore file)
- Name build whatever you want and press Save
Unity
will build anapk
file and automatically deploy it to the connected device
- From the menu of the
Unity
app, select File > Build Settings... - Select
iOS
from the Platform window - If
iOS
is not the active platform, hit the button that says Switch Platform (it will only be available if you actually need to switch active platforms) - Press the Build And Run button
- You will be asked to provide a location to save the build. Make a new directory at unity-acpanalytics/ACPAnalytics/Builds (this folder is in the .gitignore file)
- Name build whatever you want and press Save
Unity
will create and open anXcode
project- From the Xcode project run the app on a simulator.
- If you get an error
Symbol not found: _OBJC_CLASS_$_WKWebView
. Select the Unity-iPhone target -> Go to Build Phases tab -> AddWebkit.Framework
toLink Binary with Libraries
.
Looking to contribute to this project? Please review our Contributing guidelines prior to opening a pull request.
We look forward to working with you!
This project is licensed under the Apache V2 License. See LICENSE for more information.