Secondary methods

Ad impression

The event is used for individual tracking of ad revenue on user devices. The method is used if there are CPI data available on the client device (they can be obtained from the ad network SDK).
Do not apply this method if you use ad networks that utilize the server-server protocol for sending ad revenue data (ironSource, AppLovin MAX, and Fyber networks) and you already set up this method of data collection because if you use both data sources, your revenue data may be duplicated.
iOS+macOS (Swift)
iOS+macOS (Objective-C)
Android (Kotlin)
Android (Java)
.NET Native + UWP
Unity
Unreal
Parameter
Type
Restrictions
Description
network
String
from 1 to 100 symbols
Name of the ad network responsible for the impression
revenue
Double
from 0,0 to Double.max
Reward for banner display in USD
placement
String?
from 1 to 100 symbols, optional
Banner placement
unit
String?
from 1 to 100 symbols, optional
Banner name
DTDAnalytics.adImpression(network: "Network name",
revenue: 0.15,
placement: "Placement of the banner",
unit: "Banner title")
Parameter
Type
Restrictions
Description
network
NSString
from 1 to 100 symbols
Name of the ad network responsible for the impression
revenue
double
from 0,0 to Double.max
Reward for banner display in USD
placement
NSString _Nullable
from 1 to 100 symbols, optional
Banner placement
unit
NSString _Nullable
from 1 to 100 symbols, optional
Banner name
[DTDAnalytics adImpressionWithNetwork:@"Network name"
revenue:0.15f
placement:@"Placement of the banner"
unit:@"Banner title"];
Parameter
Type
Restrictions
Description
network
String
from 1 to 100 symbols
Name of the ad network responsible for the impression
revenue
Double
from 0,0 to Double.max
Reward for banner display in USD
placement
String?
from 1 to 100 symbols, optional
Banner placement
unit
String?
from 1 to 100 symbols, optional
Banner name
DTDAnalytics.adImpression(
network = "Network name",
revenue = 0.45,
placement = "Placement of the banner",
unit = "Banner title"
)
Parameter
Type
Restrictions
Description
network
String
from 1 to 100 symbols
Name of the ad network responsible for the impression
revenue
Double
from 0,0 to Double.max
Reward for banner display in USD
placement
String?
from 1 to 100 symbols, optional
Banner placement
unit
String?
from 1 to 100 symbols, optional
Banner name
DTDAnalytics.INSTANCE.adImpression(
"Network name",
0.45,
"Placement of the banner",
"Banner title"
);
Parameter
Type
Restrictions
Description
network
String
from 1 to 100 symbols
Name of the ad network responsible for the impression
revenue
Double
from 0,0 to Double.max
Reward for banner display in USD
placement
String?
from 1 to 100 symbols, optional
Banner placement
unit
String?
from 1 to 100 symbols, optional
Banner name
var network = "Network name";
var revenue = 0.15;
var placement = "Placement of the banner";
var unit = "Banner title";
DTDAnalytics.AdImpression(network, revenue, source, placement, unit);
Parameter
Type
Restrictions
Description
network
String
from 1 to 100 symbols
Name of the ad network responsible for the impression
revenue
Double
from 0,0 to Double.max
Reward for banner display in USD
placement
String?
from 1 to 100 symbols, optional
Banner placement
unit
String?
from 1 to 100 symbols, optional
Banner name
var network = "Network name";
var revenue = 0.15;
var placement = "Placement of the banner";
var unit = "Banner title";
DTDAnalytics.AdImpression(network, revenue, source, placement, unit);
Blueprint
Parameter
Type
Restrictions
Description
socialNetwork
FString
from 1 to 100 symbols
The name of the ad network that delivered the impression.
revenue
float
form 0.0 to float.MaxValue
Reward for displaying a banner in USD.
placement
FString
from 1 to 100 symbols
Placement of the banner.
unit
FString
from 1 to 100 symbols
Banner title.
UDTDAnalyticsBPLibrary::AdImpression("NetworkName", 0.36, "BannerPlacement", "BannerTitle");

Connecting to social networks

The event is used to track connections to social media channels.
iOS+macOS (Swift)
iOS+macOS (Objective-C)
Android (Kotlin)
Android (Java)
.NET Native + UWP
Unity
Web
Unreal
Use the following constants to specify a social network:
.facebook, .vkontakte , .twitter, .googleplus, .whatsapp, .viber, .evernote, .googlemail, .linkedin, .pinterest, .qzone, .reddit, .renren, .tumblr
Or create an object with the desired social media name.
let network = DTDSocialNetwork(name: "NetworkName")
DTDAnalytics.socialNetworkConnect(socialNetwork: network)
Use the following constants to specify a social network:
.facebook, .vkontakte , .twitter, .googleplus, .whatsapp, .viber, .evernote, .googlemail, .linkedin, .pinterest, .qzone, .reddit, .renren, .tumblr
Or create an object with the desired social media name.
DTDSocialNetwork *network = [[DTDSocialNetwork alloc] initWithName:@"NetworkName"];
[DTDAnalytics socialNetworkConnect:network];
Use the following constants to specify a social network:
DTDSocialNetwork.facebook, DTDSocialNetwork.vkontakte , DTDSocialNetwork.twitter, DTDSocialNetwork.googleplus, DTDSocialNetwork.whatsapp, DTDSocialNetwork.viber, DTDSocialNetwork.evernote, DTDSocialNetwork.googlemail, DTDSocialNetwork.linkedin, DTDSocialNetwork.pinterest, DTDSocialNetwork.qzone, DTDSocialNetwork.reddit, DTDSocialNetwork.renren, DTDSocialNetwork.tumblr
Or create an object with the desired social media name.
DTDAnalytics.socialNetworkPost(
socialNetwork = DTDSocialNetwork.facebook
)
Use the following constants to specify a social network:
DTDSocialNetwork.Companion.getFacebook(), DTDSocialNetwork.Companion.getVkontakte(), DTDSocialNetwork.Companion.getTwitter(), DTDSocialNetwork.Companion.getGoogleplus(), DTDSocialNetwork.Companion.Whatsapp(), DTDSocialNetwork.Companion.getViber(), DTDSocialNetwork.Companion.getEvernote(), DTDSocialNetwork.Companion.getGooglemail(), DTDSocialNetwork.Companion.getLinkedin(), DTDSocialNetwork.Companion.getPinterest(), DTDSocialNetwork.Companion.getQzone(), DTDSocialNetwork.Companion.getReddit(), DTDSocialNetwork.Companion.getRenren(), DTDSocialNetwork.Companion.getTumblr()
Or create an object with the desired social media name.
DTDAnalytics.INSTANCE.socialNetworkConnect(DTDSocialNetwork.Companion.getFacebook());
Use the following constants to specify a social network:
DTDSocialNetwork.facebook, DTDSocialNetwork.vkontakte , DTDSocialNetwork.twitter, DTDSocialNetwork.googleplus, DTDSocialNetwork.whatsapp, DTDSocialNetwork.viber, DTDSocialNetwork.evernote, DTDSocialNetwork.googlemail, DTDSocialNetwork.linkedin, DTDSocialNetwork.pinterest, DTDSocialNetwork.qzone, DTDSocialNetwork.reddit, DTDSocialNetwork.renren, DTDSocialNetwork.tumblr
Or create an object with the desired social media name:
var network = new DTDSocialNetwork(name: "NetworkName");
DTDAnalytics.SocialNetworkConnect(socialNetwork: network);
Use the following constants to specify a social network:
DTDSocialNetwork.facebook, DTDSocialNetwork.vkontakte , DTDSocialNetwork.twitter, DTDSocialNetwork.googleplus, DTDSocialNetwork.whatsapp, DTDSocialNetwork.viber, DTDSocialNetwork.evernote, DTDSocialNetwork.googlemail, DTDSocialNetwork.linkedin, DTDSocialNetwork.pinterest, DTDSocialNetwork.qzone, DTDSocialNetwork.reddit, DTDSocialNetwork.renren, DTDSocialNetwork.tumblr
Or create an object with the desired social media name:
var network = new DTDSocialNetwork(name: "NetworkName");
DTDAnalytics.SocialNetworkConnect(socialNetwork: network);
window.devtodev.socialNetworkConnect('NetworkName')
Blueprint
Argument
Type
Description
socialNetwork
EDTDSocialNetwork
Predefined social network.
UDTDAnalyticsBPLibrary::SocialNetworkConnect(EDTDSocialNetwork::Linkedin);
Or use special method for custom social network:
Blueprint
UDTDAnalyticsBPLibrary::SocialNetworkConnectCustom("SocialNetworkName");
Argument
Type
Description
socialNetwork
FString
Custom social network.

Posting to social networks

Track social media posts and analyze their effectiveness and virality. Pass the event after the post has been approved by social media.
iOS+macOS (Swift)
iOS+macOS (Objective-C)
Android (Kotlin)
Android (Java)
.NET Native + UWP
Unity
Web
Unreal
DTDAnalytics.socialNetworkPost(socialNetwork: .facebook,
reason: "New level reached")
[DTDAnalytics socialNetworkPost:DTDSocialNetwork.facebook withReason:@"New level reached"];
DTDAnalytics.socialNetworkPost(
socialNetwork = DTDSocialNetwork.facebook,
reason = "New level reached"
)
DTDAnalytics.INSTANCE.socialNetworkPost(
DTDSocialNetwork.Companion.getFacebook(),
"New level reached"
)
DTDAnalytics.SocialNetworkPost(
socialNetwork: DTDSocialNetwork.facebook,
reason: "New level reached");
DTDAnalytics.SocialNetworkPost(
socialNetwork: DTDSocialNetwork.Facebook,
reason: "New level reached");
window.devtodev.socialNetworkPost("NetworkName", "New level reached")
Blueprint
Argument
Type
Description
socialNetwork
EDTDSocialNetwork
Predefined social network.
UDTDAnalyticsBPLibrary::SocialNetworkPost(EDTDSocialNetwork::Linkedin, "PostReason");
Blueprint
Argument
Type
Description
socialNetwork
FString
Custom social network.
UDTDAnalyticsBPLibrary::SocialNetworkPostCustom("SocialNetworkName", "PostReason");

Referrer

If you have referral information, you can pass it using the following method:
iOS+macOS (Swift)
iOS+macOS (Objective-C)
Android (Kotlin)
Android (Java)
.NET Native + UWP
Unity
Web
Unreal
let referrerData = [DTDReferralProperty.source: "AdWords",
DTDReferralProperty.medium: "CPI",
DTDReferralProperty.content: "Snow Boots",
DTDReferralProperty.campaign: "Warm Snow Boots",
DTDReferralProperty.term: "shoes+boots"]
DTDAnalytics.referrer(utmData: referrerData)
NSDictionary <DTDReferralProperty *, NSString *> * referrerData = @{
DTDReferralProperty.source: @"AdWords",
DTDReferralProperty.medium: @"CPI",
DTDReferralProperty.content: @"Snow Boots",
DTDReferralProperty.campaign: @"Warm Snow Boots",
DTDReferralProperty.term: @"shoes+boots",
};
[DTDAnalytics referrer:referrerData];
enum class DTDReferralProperty {
Source,
Campaign,
Content,
Medium,
Term;
}
val referrer = mapOf(
DTDReferralProperty.Medium to "some value",
DTDReferralProperty.Campaign to "some value"
)
DTDAnalytics.referrer(utmData = referrer)
public final enum class DTDReferralProperty {
Source,
Campaign,
Content,
Medium,
Term;
}
Map<DTDReferralProperty, String> propertyStringHashMap = new HashMap<>();
propertyStringHashMap.put(DTDReferralProperty.Medium, "some value");
propertyStringHashMap.put(DTDReferralProperty.Campaign, "some value");
DTDAnalytics.INSTANCE.referrer(propertyStringHashMap);
var referrer = new Dictionary<DTDReferralProperty, string>
{
[DTDReferralProperty.Medium] = "some value",
[DTDReferralProperty.Campaign] = "some value"
};
DTDAnalytics.Referrer(referrer: referrer);
var referrer = new Dictionary<DTDReferralProperty, string>
{
[DTDReferralProperty.Medium] = "some value",
[DTDReferralProperty.Campaign] = "some value"
};
DTDAnalytics.Referrer(referrer: referrer);
var referrer = {
source: "some source",
term: "some term",
medium: "some medium",
source: "some source",
content: "some content",
campaign: "some campaign",
};
window.devtodev.referrer(referrer)
Blueprint
Argument
Type
Description
utmData
TMap<EDTDReferralProperty, FString>
UTM data.
TMap<EDTDReferralProperty, FString> referrer;
referrer.Add(EDTDReferralProperty::Source, "Source");
referrer.Add(EDTDReferralProperty::Medium, "Medium ");
referrer.Add(EDTDReferralProperty::Content, "Content ");
referrer.Add(EDTDReferralProperty::Campaign, "Campaign ");
referrer.Add(EDTDReferralProperty::Term, "Term ");
UDTDAnalyticsBPLibrary::Referrer(referrer);

Force dispatch of accumulated events

To send an event packet before it is full (10 events, by default) or before the end of the period of its formation (2 minutes, by default), you can use immediate dispatch.
We don’t recommend using this method unless absolutely necessary! When the Real payment event is created, the forced dispatch of the packet occurs automatically.
iOS+macOS (Swift)
iOS+macOS (Objective-C)
Android (Kotlin)
Android (Java)
.NET Native + UWP
Unity
Web
Unreal
DTDAnalytics.sendBufferedEvents()
[DTDAnalytics sendBufferedEvents];
DTDAnalytics.sendBufferedEvents()
DTDAnalytics.INSTANCE.sendBufferedEvents();
DTDAnalytics.SendBufferedEvents();
DTDAnalytics.SendBufferedEvents();
window.devtodev.sendBufferedEvents()
Blueprint
UDTDAnalyticsBPLibrary::SendBufferedEvents();

Setters & Getters

When working with getters you should take into account that the new devtodev SDK is completely asynchronous. The execution result must be processed within the completionHandler.
All set and get methods need to be called only after the initialization of the SDK.
It is also worth remembering that the SDK will call the callback in background queues, so we recommend that you transfer the processing of return values to the queue you need.
For example:
iOS+macOS (Swift)
iOS+macOS (Objective-C)
Android (Kotlin)
Android (Java)
.NET Native + UWP
Unity
Unreal
DispatchQueue.main.async{}
dispatch_async(dispatch_get_main_queue(), ^{ });
Handler(Looper.getMainLooper()).post{}
ContextCompat.getMainExecutor(context).execute(() -> {
// This is where your UI code goes.
});
var result = await DTDAnalytics.GetUserId();
DTDAnalytics.GetUserId( id => {
//your code
});
Blueprint
Argument
Type
Description
onResult
  • FAnalyticsDynamicGetterStringDelegate
  • FDTDGetterStringDelegate
Callback.
auto onResult = new FDTDGetterStringDelegate();
onResult->BindLambda([](const FString& value)
{
// Your code...
});
UDTDAnalyticsBPLibrary::GetUserId(*onResult);

Setting User Tracking Status (GDPR)

This method denies/allows tracking of user data and also implements the right to be forgotten in accordance with the requirements of the GDPR.
When this method is called with the 'false' value, the SDK sends a command to the server to delete all personal user data that was collected by devtodev in this application, blocking further user data collection.
The user will remain in the devtodev system only as an impersonal unit in the previously aggregated metrics.
If it is set to ‘true', tracking can be enabled again. In this case, the user will be considered new.
To enable/disable user tracking by the devtodev system. Bool type.
iOS+macOS (Swift)
iOS+macOS (Objective-C)
Android (Kotlin)
Android (Java)
.NET Native + UWP
Unity
Web
Unreal
DTDAnalytics.setTrackingAvailability(value: true)
[DTDAnalytics trackingAvailability:true];
DTDAnalytics.setTrackingAvailability(value = true)
DTDAnalytics.INSTANCE.setTrackingAvailability(true);
DTDAnalytics.SetTrackingAvailability(trackingValue: true);
DTDAnalytics.SetTrackingAvailability(trackingValue: true);
window.devtodev.setTrackingAvailability(true)
Blueprint
UDTDAnalyticsBPLibrary::SetTrackingAvailability(true);

Getting device ID

Get device ID. String type.
iOS+macOS (Swift)
iOS+macOS (Objective-C)
Android (Kotlin)
Android (Java)
.NET Native + UWP
Unity
Web
Unreal
DTDAnalytics.getDeviceId { deviceId in
// your code
}
[DTDAnalytics deviceIdHandler:^(NSString * _Nonnull deviceId) {
// your code
}];
DTDAnalytics.getDeviceId { deviceId ->
// your code
}
DTDAnalytics.INSTANCE.getDeviceId(deviceId ->
// your code
null
);
var devideId = await DTDAnalytics.GetDeviceId();
DTDAnalytics.GetDeviceId( id => {
//your code
});
var devideId = window.devtodev.getDeviceId()
Blueprint
Argument
Type
Description
onResult
  • FAnalyticsDynamicGetterStringDelegate
  • FDTDGetterStringDelegate
Callback.
auto onResult = new FDTDGetterStringDelegate();
onResult->BindLambda([](const FString& value)
{
// Your code...
});
UDTDAnalyticsBPLibrary::GetDeviceId(*onResult);

Getting the devtodev SDK version

Get the version of the integrated devtodev SDK. String type.
iOS+macOS (Swift)
iOS+macOS (Objective-C)
Android (Kotlin)
Android (Java)
.NET Native + UWP
Unity
Web
Unreal
DTDAnalytics.getSDKVersion { sdkVersion in
// your code
}
[DTDAnalytics sdkVersionHandler:^(NSString * _Nonnull sdkVersion) {
// your code
}];
DTDAnalytics.getSDKVersion { sdkVersion ->
// your code
}
DTDAnalytics.INSTANCE.getSdkVersion ( sdkVersion ->
// your code
null
);
var sdkVersion = DTDAnalytics.GetSdkVersion();
DTDAnalytics.GetSdkVersion( version => {
//your code
});
var sdkVersion = window.devtodev.getSDKVersion()
Blueprint
Argument
Type
Description
onResult
  • FAnalyticsDynamicGetterStringDelegate
  • FDTDGetterStringDelegate
Callback.
// Some codecauto onResult = new FDTDGetterStringDelegate();
onResult->BindLambda([](const FString& value)
{
// Your code...
});
UDTDAnalyticsBPLibrary::GetSdkVersion(*onResult);

Obtaining user tracking status (GDPR)

Retrieving the saved state of the user tracking permission by the devtodev system. See “Setting User Tracking Status”. Bool type.
iOS+macOS (Swift)
iOS+macOS (Objective-C)
Android (Kotlin)
Android (Java)
.NET Native + UWP
Unity
Web
Unreal
DTDAnalytics.getTrackingAvailability { trackingAvailability in
// your code
}
[DTDAnalytics trackingAvailabilityHandler:^(BOOL trackingAvailability) {
// your code
}];
DTDAnalytics.getTrackingAvailability { trackingAvailability ->
// your code
}
DTDAnalytics.INSTANCE.getTrackingAvailability( trackingAvailability ->
// your code
null
);
var trackingAvailability = await DTDAnalytics.GetTrackingAvailability();
DTDAnalytics.GetTrackingAvailability( tracking => {
//your code
});
var trackingAvailability = window.devtodev.getTrackingAvailability()
Blueprint
Argument
Type
Description
onResult
  • FAnalyticsDynamicGetterBoolDelegate
  • FDTDGetterBoolDelegate
Callback.
auto onResult = new FDTDGetterBoolDelegate();
onResult->BindLambda([](bool value)
{
// Your code...
});
UDTDAnalyticsBPLibrary::GetTrackingAvailability(*onResult);

Getting devtodev ID

devtodev ID is the primary numeric identifier for the device/user account in the devtodev database. Using devtodev ID, you are sure to find the user in devtodev.
The identifier will be received from the server some time after the initialization of the SDK.
If you have set counting by users, a separate devtodev id will be issued for each device user.
iOS+macOS (Swift)
iOS+macOS (Objective-C)
Android (Kotlin)
Android (Java)
.NET Native + UWP
Unity
Web
Unreal
To obtain the devtodev ID, you need to pass the listener to DTDAnalytics:
DTDAnalytics.setIdentifiersListener(listener: self)
The delegate must implement the func didReceiveDevtodevId(with devtodevId: Int)
func didReceiveDevtodevId(with devtodevId: Int) {
/// your code
}
The didReceiveDevtodevId method will be called with every ID change on the server side.
To obtain the devtodev ID, you need to pass the listener to DTDAnalytics:
@interface Controller () <DTDIdentifiersListener>
[DTDAnalytics setIdentifiersListenerWithListener:self];
The delegate must implement the (void)didReceiveDevtodevIdWith:(NSInteger)devtodevId;
- (void)didReceiveDevtodevIdWith:(NSInteger)devtodevId {
// your code
}
The didReceiveDevtodevId method will be called with every ID change on the server side.
To obtain the devtodev ID, you need to pass the DTDIdentifiersListener listener to DTDAnalytics:
DTDAnalytics.setIdentifiersListener(object : DTDIdentifiersListener {
override fun didReceiveDevtodevId(devtodevId: Long) {
/// your code
}
})
The didReceiveDevtodevId method will be called with every ID change on the server side.
To obtain the devtodev ID, you need to pass the DTDIdentifiersListener listener to DTDAnalytics:
DTDAnalytics.INSTANCE.setIdentifiersListener(new DTDIdentifiersListener() {
@Override
public void didReceiveDevtodevId(long devtodevId) {
// your code
}
});
The didReceiveDevtodevId method will be called with every ID change on the server side.
To obtain the devtodev ID, you need to pass the DTDIdentifiersListener listener delegate to DTDAnalytics:
DTDAnalytics.SetIdentifiersListener(devtodevId =>
{
// Your code...
});
The delegate method will be called with every ID change on the server side.
To obtain the devtodev ID, you need to pass the DTDIdentifiersListener listener delegate to DTDAnalytics:
DTDAnalytics.SetIdentifiersListener(devtodevId =>
{
// Your code...
});
The delegate method will be called with every ID change on the server side.
window.devtodev.setIdentifiersListener((devtodevId) =>
{
// Your code...
})
Blueprint
Argument
Type
Description
listener
  • FAnalyticsDynamicGetterLongDelegate
  • FDTDGetterLongDelegate
devtodev ID Listener.
auto listener = new FDTDGetterLongDelegate();
listener->BindLambda([](int64 value)
{
// Your code...
});
UDTDAnalyticsBPLibrary::SetIdentifiersListener(*listener);