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SDK Integration

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


Unity Integration tag

free_breakfast Before you start: ByteBrew supports Android 6.0 and above & iOS version 9.0 and above. ByteBrew SDK is compatible with iOS 14 updates.

1: Import ByteBrew SDK

Import ByteBrew Unity SDK to your project.

2: Create ByteBrew Object

Create the ByteBrew GameObject by going to Window -> ByteBrew -> and select "Create ByteBrew GameObject".

Make sure to place this in your first scene.

priority_high Important: Place your game object on the first scene of your game. ByteBrew SDK does not support offline event caching.

3: Enable Platforms

Go to Window -> ByteBrew -> and select "Select ByteBrew settings".

Enable which platforms (iOS & Android) you want to track on the Unity ByteBrew settings inspector panel.

4: Go to your ByteBrew Dashboard

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

5: Input game keys

Inside Unity, input the platform specific game keys from your game into the Unity ByteBrew settings inspector panel.

6: Initialize ByteBrew

You must initialize ByteBrew using the code below at the beginning of your game to start capturing sessions and events.


// Initialize ByteBrew
ByteBrew.InitializeByteBrew();

                  
7: (optional iOS only, skip if not needed): Call ByteBrew's ATT(App Tracking Transparency) wrapper tag

ByteBrew offers the ability to not have to call native code in your unity application, if you are using our attribution please call this before initializing our SDK.

If you do choose to use our ATT Handler, please make sure that you do the following in your info.plist:

A. Use the Xcode Property List Editor to add: Privacy - Tracking Usage Description
B. In the value string field enter a sentence or statement for the reason behind you tracking request.

// Call ByteBrew ATT Wrapper
ByteBrew.requestForAppTrackingTransparency((status) =>
{
    //Case 0: ATTrackingManagerAuthorizationStatusAuthorized
    //Case 1: ATTrackingManagerAuthorizationStatusDenied
    //Case 2: ATTrackingManagerAuthorizationStatusRestricted
    //Case 3: ATTrackingManagerAuthorizationStatusNotDetermined
    Debug.Log("ByteBrew Got a status of: " + status);
    ByteBrew.InitializeByteBrew();
});

                  
8: Exporting iOS Requirements

ByteBrew requires the following three iOS Frameworks:

A. Security.Framework
B. iAd.Framework
C. AdSupport.Framework

Implement these in your final xcode project as frameworks.

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();

                  
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, Android Only)

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 "Assets\Plugins\Android\res\drawable\" folder path. Keep note of the name of the icon, so you can set them in the dashboard when creating a notification.

Push Notification Xcode Export Additions (iOS Only) tag

1: Add UserNotifications.framework

Add UserNotifications.framework to the frameworks and libraries in Xcode.

2: Add Capabilities

Press "+ Capability" and add the following capabilities


3: Add "Background Modes" and check "Remote Notifications"

4: Add "Push Notifications"


Tracking Purchases tag

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


  ByteBrew.TrackInAppPurchaseEvent("Apple App Store", "USD", 5.99f, "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 utilize the specific platform method. This will create a purchase callback that will return a payload with purchase details and verification status.

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



  //JSON Format ex. string json = "{\"firstname\":\"john\", \"lastname\":\"doe\",\"age\":30}";

  //Retrieve the iOS receipt from the purchase event that occurs. We will validate it server side so you can view valid purchases in you dashboard.
  string iosReciept = "...";
  ByteBrew.ValidateiOSInAppPurchaseEvent("Apple App Store", "USD", 1.99f, "NoAds", "NoAds", "EMPTY",
    purchaseResultData => {
        Debug.Log("ByteBrew Purchase Processed: " + purchaseResultData.purchaseProcessed);   //bool telling if the purchase even went to the server to get checked
        Debug.Log("ByteBrew Purchase Is Valid: " + purchaseResultData.isValid);              //bool signaling if the purchase is real or fake
        Debug.Log("ByteBrew Purchase Message: " + purchaseResultData.message);               //Message from the server telling the explaination behind the decision
        Debug.Log("ByteBrew Purchase timestamp: " + purchaseResultData.timestamp);
    });

  //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", 1.99f, "NoAds", "NoAds", "RECEIPT HERE", "SIGNATURE HERE",
    purchaseResultData => {
        Debug.Log("ByteBrew Purchase Processed: " + purchaseResultData.purchaseProcessed);  //bool telling if the purchase even went to the server to get checked
        Debug.Log("ByteBrew Purchase Is Valid: " + purchaseResultData.isValid);             //bool signaling if the purchase is real or fake
        Debug.Log("ByteBrew Purchase Message: " + purchaseResultData.message);              //Message from the server telling the explaination behind the decision
        Debug.Log("ByteBrew Purchase timestamp: " + purchaseResultData.timestamp);
    });

                  

The Returned Results:

purchaseProcessed. Boolean saying if the purchase was processed by server.
isValid. 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 Apple App Shared Secret or 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.


  //JSON Format ex. string json = "{\"firstname\":\"john\", \"lastname\":\"doe\",\"age\":30}";

  //Retrieve the iOS receipt from the purchase event that occurs. We will validate it server side so you can view valid purchases in you dashboard.
  string iosReciept = "...";
  ByteBrew.TrackiOSInAppPurchaseEvent("Apple App Store", "USD", 5.99f, "currencyPack01", "Currencies", iosReciept);

  //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", 5.99f, "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.SetCustomUserDataAttribute("username", "michael_scarn");
  ByteBrew.SetCustomUserDataAttribute("total_hitpoints", 68.7);
  ByteBrew.SetCustomUserDataAttribute("dundees", 3);
  ByteBrew.SetCustomUserDataAttribute("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 (Ex. shopOpen) and default the value to 1.

priority_high Important: When making custom events use "_" instead of spaces. This also applies to additional parameters "key_name=value;".


  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", 5f);

                    
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;");


  //Utilize this method to send Dictionary values to return a tokenized string ready to be sent with the custom event
  public string ParseEventValues(Dictionary values)
  {
      var parsedValueSTR = "";
      foreach(var keyPair in values)
      {
          parsedValueSTR += String.Format("{0}={1};", keyPair.Key, keyPair.Value);
      }
      return parsedValueSTR;
  }

  //We made an easy way to load in these key pairs, look at this code
  var customValues = new Dictionary()
  {
      {"weapon", "megablaster"},
      {"powerup", "extralife"}
  };

  //And then pass in the method that returns the tokenized string
  ByteBrew.NewCustomEvent("level_started", ParseEventValues(customValues));

                    

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(ByteBrewProgressionTypes.Started, "Tutorial", "arena0");

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

                  

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

free_breakfast Before you start: If you are calling to get/update Remote Configs in the same scene and right after you call ByteBrew's initialize, it's recommended to wait 1-2 seconds before calling to get/update Remote Configs to allow ByteBrew to fully initialize.

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 Action handler 
  ByteBrew.RemoteConfigsUpdated(() =>
  {
      //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 action 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
  ByteBrew.GetRemoteConfigForKey("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();


                  

Updating ByteBrew SDK tag

priority_high Important: When updating the SDK, remove the ByteBrewSDK from the Assets folder, then reimport the updated SDK and make sure to reinput the SDK Keys into the engine.

1: Remove the old ByteBrew SDK
2: Import the new ByteBrew SDK
3: Select ByteBrew Settings, Window -> ByteBrew -> Select ByteBrew Settings
4: Re-input SDK Keys for your game