KODA: Code Generator
"Codings Ruff... I can help!" 😄

SDK Integration

ByteBrew's lightwieght SDKs are compatible with every game engine and platform you use. Download our SDK's on file_download Github


Android Native Integration tag

free_breakfast Before you start: ByteBrew supports Android 6.0 and above.

1: Import ByteBrew Android Library to your project

To import the aar file go to File -> New -> New Module and click import .jar/.aar package.

Make sure to add the package as a dependency to your poject and implement the imported package.

Add these required dependencies to support ByteBrew:

  implementation 'com.google.android.gms:play-services-ads-identifier:17.0.0'
  implementation 'com.google.firebase:firebase-messaging:23.0.0'

                  

priority_high Important: Initialize ByteBrew in the first activity of your app. ByteBrew SDK does not support offline event caching.

2: Go to your ByteBrew Dashboard

Go to your game settings on the ByteBrew dashboard and find your game keys listed on the dashboard.

3: Input game keys

Inside your code, start initializing ByteBrew and have the Game ID and Game Key on hand.

4: Initialize ByteBrew

You must initialize ByteBrew using the code below at the first activity of your app or game.


// Initialize ByteBrew
ByteBrew.InitializeByteBrew("GAME_ID", "GAME_KEY", "ENGINE/PLATFORM (ex. Android Native)", this);

                  

Push Notifications tag

priority_high Important: If you are using ByteBrew for Push Notifications, you must call InitializeByteBrew before calling StartPushNotifications.

1: Integrate Push Notifications

Integrating Push Notifications with ByteBrew is super simple. Just add this line of code below after the InitializeByteBrew line.


  ByteBrew.StartPushNotifications(this);

                  
2: Create Push Notification App on the Dashboard

Set up a Push Notification App in the Push Notification Dashboard. Find the documentation on setting up push notification apps on the Push Notification Documentation Page.

Push Notification Extras (Optional)

Add a Custom Small Icon and Large Icon for push notifications.

free_breakfast The small icon automatically defaults to your app icon. We recommend that you add a small icon because your app icon may not appear correctly. If the large icon default is none, it will not show.

Make sure to add these icons to your res folder in your project settings. Keep note of the name of the icon, so you can set them in the dashboard when creating a notification.

Tracking Purchases tag

To track a basic in-app purchase event utilize the below method.


  ByteBrew.TrackInAppPurchaseEvent("Google Play Store", "USD", 5.99, "currencyPack01", "Currencies");

                  
Validate Purchases and Track (Validation Callback) tag

free_breakfast This will also Track the Purchase. Do not track the purchase after validation callback is received or else it will double the purchases tracked.

To validate and track the in-app purchase as well return info utilize this method. This will create a purchase listener that will return a payload with purchase details and verification status.

priority_high Important: Make sure the receipts have correct JSON string formatting.



  //Retrieve the Android receipt and Signature from the purchase event that occurs. We will validate it server side so you can view valid purchases in you dashboard.
  String googleReciept = "...";
  String googleSignature = "...";
  ByteBrew.ValidateGoogleInAppPurchaseEvent("Google Play Store", "USD", 5.99, "currencyPack01", "Currencies", googleReciept, googleSignature, new PurchaseResponseListener() {
    @Override
    public void purchaseValidated(ByteBrewPurchaseResult byteBrewPurchaseResult) {
        Log.d("Purchase Processed: ", String.valueOf(byteBrewPurchaseResult.isPurchaseProcessed())); //Boolean telling if the purchase even went to the server to get checked
        Log.d("Purchase itemID: ", byteBrewPurchaseResult.getItemID());                              //Product/Item ID of the purchase processed
        Log.d("Purchase is Real: ", String.valueOf(byteBrewPurchaseResult.isPurchaseValid()));       //Boolean signaling if the purchase is real or fake
        Log.d("Process Message: ", String.valueOf(byteBrewPurchaseResult.getMessage()));             //Message from the server telling the explaination behind the decision
    }
  });

                  

The Returned Results:

isPurchaseProcessed. Boolean saying if the purchase was processed by server.
isPurchaseValid. Boolean telling if the purchase is Real or Fake

The Returned Result message, will give you an output of either of these as an explaination:

A. "Validation Successful, real purchase."
B. "Validation Failed, fake purchase."
C. "Error validating receipt, check game configs."

If you get Option C, check to make sure the purchaseProcessed boolean is True and to go to your game settings on ByteBrew to update your Google Play License Key.

Track purchase with extra receipt validation (No Callback) tag

To track the in-app purchase and basic receipt validation utilize the specific platform method.

priority_high Important: Make sure the receipts have correct JSON string formatting.



  //Retrieve the Android receipt and Signature from the purchase event that occurs. We will validate it server side so you can view valid purchases in you dashboard.
  String googleReciept = "...";
  String googleSignature = "...";
  ByteBrew.TrackGoogleInAppPurchaseEvent("Google Play Store", "USD", 5.99, "currencyPack01", "Currencies", googleReciept, googleSignature);

                  

Custom User Data Attributes tag

Add data attributes to your users such as: level, username, etc. These can be directly used for segmentation purposes in push notifications and more.


  ByteBrew.SetCustomData("username", "michael_scarn");
  ByteBrew.SetCustomData("total_hitpoints", 68.7);
  ByteBrew.SetCustomData("dundees", 3);
  ByteBrew.SetCustomData("loves_the_office", true);


                  

Custom Event Tracking tag

For the most basic form of custom event tracking, use the follow code line. This will track the event name and default the value to 1.


  ByteBrew.NewCustomEvent("shopOpen");

                  
Basic value parameter custom event tag

To add more detail to an event you can add a secondary parameter, that can be a float or string value.


  //string example
  ByteBrew.NewCustomEvent("weapon_equip", "megablaster");

  //float example
  ByteBrew.NewCustomEvent("lives_earned", 5);

                    
Dictionary parameter custom event tag

To add additional custom parameters to an event you can format a string with key=value; pairs. Checkout the example below.


  
  //Key Value format "key=value;"
  //It can take multiple pairs as well, "key1=pair1;key2=pair2;key3=pair3;"
  ByteBrew.NewCustomEvent("level_started", "weapon=megablaster;powerup=extralife;");


                    

Progression Event Tracking tag

You can track a progression event using the parameters list below.

Progression events get tracked based on the following parameters:

1: ProgressionType

The type of event context that occured. Must use one of the following: Started, Completed or Failed

2: Environment

Area of the game or World it occurs (Ex. Tutorial, Arena, Level)

3: Stage

The stage of the environment (Ex. kings_arena, jungleLevel, level_02)

4: Value

This can be a string or float value attached to the event


  //Example Progression event where the user started a tutorial in arena 0 or first arena
  ByteBrew.NewProgressionEvent(ByteBrewProgressionType.Started, "Tutorial", "arena0");

  //Example progression event where the user has completed the kings arena and could be rewarded with 3 crowns
  ByteBrew.NewProgressionEvent(ByteBrewProgressionType.Completed, "Arena", "kings_arena", 3);

                  

Ad Event Tracking tag

Track ad events that occur to get more detailed breakdowns in your monetization, especially when doing LTV and ROAS calculations.


  // Record the Placement Type, Location of the placement, ad unit ID, and Network
  ByteBrew.TrackAdEvent("Interstitial", "EndOfLevel", "3253k3302-3r3j4i343-3nij343-405403", "AdMob");

  //Some ad event paramters can be ommited like so
  ByteBrew.TrackAdEvent("Interstitial", "EndOfLevel");
  ByteBrew.TrackAdEvent("Interstitial", "EndOfLevel", "3253k3302-3r3j4i343-3nij343-405403");

                  

Remote Config & AB Testing tag

Remote configs help you edit your apps settings and configuration without needed to update your app on the store.

AB Testing is to cross track changes across a variety of users when they onboard to your game, we distribute AB Test variables from remote configs. So make sure to check for the AB test you are tracking

1: Loading the Remote Configs

When using Remote Config you must first call for the config to get updated. You can call this whenever you want to update the configs.


  //Call the handler 
  ByteBrew.LoadRemoteConfigs(new RemoteConfigListener() {
      @Override
      public void RetrievedConfigs(boolean b) {
            //Do Whatever you want here once the config is updated
      }
  });

  //Check if the remote configs are ready and set
  ByteBrew.HasRemoteConfigsBeenSet();

                  

2: Retrieve the Config

Finally once the completion handler has finished, you can call the remote config method below.

You can grab AB Test keys and values from this method as well, if the user is part of the control group it wont return anything but the default parameter value set.


  //Call to get the key specific value and if the key doesn't exist it will return the default variable specified, like if the AB test user is in the control group
  String value = ByteBrew.RetrieveRemoteConfigValue("dailyWeapon", "goldRevolver");

                  

To view your game's remote configs visit the remote config page on the ByteBrew dashboard.

Get User ID tag

Get the current userID of the user, use this to find specific user for ex. Push Notifications.


  // Get the string userID
  ByteBrew.GetUserID();


                  

Stop Tracking Current User tag

Call the ByteBrew StopTracking method to stop and disable tracking for a user. Alternatively, if you have your own consent prompt, you can delay the intialization of the ByteBrew SDK until your user has consented to be tracked.


  ByteBrew.StopTracking();