Getting Started
1. Installation
- Download the WebEngageUnity.unitypackage
- Import the downloaded unitypackage into your Unity project through
Assets
>Import Package
>Custom Package
....
2. Initialization
- For Android, add the following meta-data tags in
Assets/Plugins/Android/AndroidManifest.xml
file of your Unity project.
<?xml version="1.0" encoding="utf-8"?>
<manifest
...>
<application
...>
<meta-data android:name="com.webengage.sdk.android.key" android:value="YOUR-WEBENGAGE-LICENSE-CODE" />
<!-- true if development build else false -->
<meta-data android:name="com.webengage.sdk.android.debug" android:value="true" />
...
</application>
</manifest>
If AndroidManifest.xml
file does not exist in Assets/Plugins/Android/
directory of your Unity project, then you can create a new AndroidManifest.xml
file and copy the below content in it.
<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools">
<application
android:label="@string/app_name"
android:icon="@drawable/app_icon"
android:allowBackup="false">
<meta-data android:name="com.webengage.sdk.android.key" android:value="YOUR-WEBENGAGE-LICENSE-CODE" />
<meta-data android:name="com.webengage.sdk.android.debug" android:value="true" />
<activity
android:name="com.unity3d.player.UnityPlayerActivity"
android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
<intent-filter>
<action
android:name="android.intent.action.MAIN" />
<category
android:name="android.intent.category.LAUNCHER" />
<category
android:name="android.intent.category.LEANBACK_LAUNCHER" />
</intent-filter>
<meta-data
android:name="unityplayer.UnityActivity"
android:value="true" />
</activity>
</application>
</manifest>
Note: Replace
YOUR-WEBENGAGE-LICENSE-CODE
with your own WebEngage license code.
- Initialize the WebEngage SDK at start of your application.
using WebEngageBridge;
...
public class YourScript : MonoBehaviour
{
private void Awake()
{
WebEngage.Engage();
...
}
...
}
- For iOS, add the following values in
/Assets/Editor/WebEngagePostProcessBuild.cs
file.
...
public class WebEngagePostProcessBuild
{
[PostProcessBuild]
public static void EditXcodePlist(BuildTarget buildTarget, string pathToBuiltProject)
{
if (buildTarget == BuildTarget.iOS)
{
// Add your WebEngage license code
string WEBENGAGE_LICENSE_CODE = "YOUR-WEBENGAGE-LICENSE-CODE";
// Set debug log level
string logLevel = "VERBOSE";
...
}
}
}
Note: Replace
YOUR-WEBENGAGE-LICENSE-CODE
with your own WebEngage license code.
- Initialize the WebEngage SDK in your
AppDelegate.m
class.
#import <WebEngage/WebEngage.h>
...
-(BOOL)application:(UIApplication*) application didFinishLaunchingWithOptions:(NSDictionary*) options
{
[[WebEngage sharedInstance] application:application didFinishLaunchingWithOptions:options];
...
}
If you are not already implementing AppDelegate.m
in your Unity app, then create a new file at /Assets/Plugins/iOS/OverrideAppDelegate.m
and copy the content below in that file.
#import "UnityAppController.h"
#import <WebEngage/WebEngage.h>
@interface OverrideAppDelegate : UnityAppController
@end
IMPL_APP_CONTROLLER_SUBCLASS(OverrideAppDelegate)
@implementation OverrideAppDelegate
-(BOOL)application:(UIApplication*) application didFinishLaunchingWithOptions:(NSDictionary*) options
{
[[WebEngage sharedInstance] application:application didFinishLaunchingWithOptions:options];
return [super application:application didFinishLaunchingWithOptions:options];
}
@end
3. Attribution Tracking
Add the following receiver tag in the Assets/Plugins/Android/AndroidManifest.xml
file for tracking app installs and user-acquisition attribute details.
<?xml version="1.0" encoding="utf-8"?>
<manifest
...>
<application
...>
...
<receiver
android:name="com.webengage.sdk.android.InstallTracker"
android:exported="true">
<intent-filter>
<action android:name="com.android.vending.INSTALL_REFERRER" />
</intent-filter>
</receiver>
...
</application>
</manifest>
Updated over 5 years ago
So, what's next?