Secondary methods

Initial referrer tracking

iOS
Android
Windows 8.1 and 10
Web
Unity
Mac OS
Adobe Air
UE4
Unfortunately, Apple does not provide any capability to pass a referrer string through to your app from a link to the App Store. But if you have a referral info, you can set it using the method below:
/**
* Tracks user's referral data
* ### Usage:
* [DevToDev referrer:@{
* RFSource: @"adwords",
* RFMedium: @"cpi",
* RFContent: @"Snow Boots",
* RFCampaign: @"Warm Snow Boots",
* RFTerm: @"snow boots"
* }];
*
* @param NSDictionary<ReferralProperty*, NSString*> utm - Dictionary with referrer values
*/
[DevToDev referrer: (NSDictionary<ReferralProperty*, NSString*> *) utm];
The list of predefined keys:
//To identify a search engine, newsletter name, or other source.
// (for example 'AdWords', 'Bing', 'E-Mail Newsletter')
ReferralProperty * RFSource;
//To identify a medium such as email or cost-per-install.
// (for example 'CPI')
ReferralProperty * RFMedium;
//To identify a specific product promotion or strategic campaign.
//(for example 'Snow Boots')
ReferralProperty * RFCampaign;
//To differentiate ads or links that point to the same URL.
//(for example some ads might advertise 'Warm Snow Boots' and others might advertise 'Durable Snow Boots')
ReferralProperty * RFContent;
//To note the keywords for this ad.
// for example 'shoes+boots')
ReferralProperty * RFTerm;
//To add a custom key
[ReferralProperty Custom:@"your_key_name"];
Unfortunately, Windows Store does not provide any capability to pass a referrer string through to your app from a link to the store. But if you have a referral info, you can set it using the method below:
/**
* ### Usage:
* Dictionary<ReferralProperty, string> referralData = new Dictionary<ReferralProperty, string>();
* referralData.Add(ReferralProperty.Source, "source");
* referralData.Add(ReferralProperty.Medium, "medium");
* referralData.Add(ReferralProperty.Content, "content");
* referralData.Add(ReferralProperty.Campaign, "campaign");
* referralData.Add(ReferralProperty.Term, "term");
* referralData.Add(ReferralProperty.Custom("site"), "site");
* DevToDev.SDK.Referral(referralData);
*
* <param name="referralData">Dictionary with referrer values</param>
*/
DevToDev.SDK.Referral(Dictionary<ReferralProperty, string> referralData);
The list of predefined keys:
//To identify a search engine, newsletter name, or other source.
// (for example 'AdWords', 'Bing', 'E-Mail Newsletter')
ReferralProperty.Source;
//To identify a medium such as email or cost-per-install.
// (for example 'CPI')
ReferralProperty.Medium;
//To identify a specific product promotion or strategic campaign.
//(for example 'Snow Boots')
ReferralProperty.Campaign;
//To differentiate ads or links that point to the same URL.
//(for example some ads might advertise 'Warm Snow Boots' and others might advertise 'Durable Snow Boots')
ReferralProperty.Content;
//To note the keywords for this ad.
// for example 'shoes+boots')
ReferralProperty.Term;
//To add a custom key
ReferralProperty.Custom("your_key_name");
Automated referral parameters are available on Android platform. Unfortunately, other platforms do not provide any capability to pass a referrer string through to your app from a link to the store. But if you have a referral info, you can set it using the method below:
/// <summary> Initial referrer tracking <summary>
/// <example> Usage:
///
/// Dictionary<ReferralProperty, string> referralData = new Dictionary<ReferralProperty, string>();
/// referralData.Add(ReferralProperty.Source, "source");
/// referralData.Add(ReferralProperty.Medium, "medium");
/// referralData.Add(ReferralProperty.Content, "content");
/// referralData.Add(ReferralProperty.Campaign, "campaign");
/// referralData.Add(ReferralProperty.Term, "term");
/// referralData.Add(ReferralProperty.Custom("site"), "site");
/// DevToDev.Analytics.Referral(referralData);
///
/// </example>
/// <param name="referralData"> Dictionary with referrer values </param>
DevToDev.Analytics.Referral(Dictionary<ReferralProperty, string> referralData);
The list of predefined keys:
// To identify a search engine, newsletter name, or other source.
// (for example 'AdWords', 'Bing', 'E-Mail Newsletter')
ReferralProperty.Source;
// To identify a medium such as email or cost-per-install.
// (for example 'CPI')
ReferralProperty.Medium;
// To identify a specific product promotion or strategic campaign.
// (for example 'Snow Boots')
ReferralProperty.Campaign;
// To differentiate ads or links that point to the same URL.
//(for example some ads might advertise 'Warm Snow Boots' and others might advertise 'Durable Snow Boots')
ReferralProperty.Content;
// To note the keywords for this ad.
// (for example 'shoes+boots')
ReferralProperty.Term;
// To add a custom key
ReferralProperty.Custom("your_key_name");
Unfortunately, Apple does not provide any capability to pass a referrer string through to your app from a link to the app store. But if you have a referral info, you can set it using the method below:
/**
* Tracks user's referral data
* ### Usage:
* [DevToDev referrer:@{
* RFSource: @"adwords",
* RFMedium: @"cpi",
* RFContent: @"Snow Boots",
* RFCampaign: @"Warm Snow Boots",
* RFTerm: @"snow boots"
* }];
*
* @param NSDictionary<ReferralProperty*, NSString*> utm - Dictionary with referrer values
*/
[DevToDev referrer: (NSDictionary<ReferralProperty*, NSString*> *) utm];
The list of predefined keys:
//To identify a search engine, newsletter name, or other source.
// (for example 'AdWords', 'Bing', 'E-Mail Newsletter')
ReferralProperty * RFSource;
//To identify a medium such as email or cost-per-install.
// (for example 'CPI')
ReferralProperty * RFMedium;
//To identify a specific product promotion or strategic campaign.
//(for example 'Snow Boots')
ReferralProperty * RFCampaign;
//To differentiate ads or links that point to the same URL.
//(for example some ads might advertise 'Warm Snow Boots' and others might advertise 'Durable Snow Boots')
ReferralProperty * RFContent;
//To note the keywords for this ad.
// for example 'shoes+boots')
ReferralProperty * RFTerm;
//To add a custom key
[ReferralProperty Custom:@"your_key_name"];
Automated referral parameters is available on Android platform. Unfortunately, other platforms do not provide any capability to pass a referrer string through to your app from a link to the store. But if you have a referral info, you can set it using the method below:
/**
* ### Usage:
* var referralData:Dictionary = new Dictionary();
* referralData[ReferralProperty.Source] = "source";
* referralData[ReferralProperty.Medium] = "medium";
* referralData[ReferralProperty.Content] = "content";
* referralData[ReferralProperty.Campaign] = "campaign";
* referralData[ReferralProperty.Term] = "term";
* referralData[ReferralProperty.Custom("site")] = "site";
* DevToDev.referral(referralData);
*
* @ param referralData - dictionary with referrer values
*/
DevToDev.referral(referralData:Dictionary);
The list of predefined keys:
// To identify a search engine, newsletter name, or other source.
// (for example 'AdWords', 'Bing', 'E-Mail Newsletter')
ReferralProperty.Source;
// To identify a medium such as email or cost-per-install.
// (for example 'CPI')
ReferralProperty.Medium;
// To identify a specific product promotion or strategic campaign.
// (for example 'Snow Boots')
ReferralProperty.Campaign;
// To differentiate ads or links that point to the same URL.
// (for example some ads might advertise 'Warm Snow Boots' and others might advertise 'Durable Snow Boots')
ReferralProperty.Content;
// To note the keywords for this ad.
// (for example 'shoes+boots')
ReferralProperty.Term;
// To add a custom key
ReferralProperty.Custom("your_key_name");
Unfortunately, Apple does not provide any capability to pass a referrer string through to your app from a link to the app store. But if you have a referral info, you can set it using the method below:
Blueprint
Field
Type
Description
Source
FString
To identify a search engine, newsletter name, or other source. (for example 'AdWords', 'Bing', 'E-Mail Newsletter')
Medium
FString
To identify a medium such as email or cost-per-install. (for example 'CPI')
Campaign
FString
To identify a specific product promotion or strategic campaign. (for example 'Snow Boots')
Content
FString
To differentiate ads or links that point to the same URL. (for example some ads might advertise 'Warm Snow Boots' and others might advertise 'Durable Snow Boots')
Term
FString
To note the keywords for this ad. for example 'shoes+boots')
Code
UDevToDevBlueprintFunctionLibrary::Referrer(const TArray<FAnalyticsEventAttr>& Attributes);

Connecting to social networks

iOS
Android
Windows 8.1 and 10
Web
Unity
Mac OS
Adobe Air
UE4
/**
* Tracks the existence of a connection with a social network.
* Use pre-defined or custom values as an identifier.
* @param SocialNetwork socialNetwork - social network id
*/
[DevToDev socialNetworkConnect: (SocialNetwork *) socialNetwork];javascript:void(0)
Use the current constants to specify a social network:
Facebook
Twitter
GooglePlus
VK
//and so on...
Otherwise, create an object with the social network name you need.
SocialNetwork socialNetwork = [SocialNetwork Custom: (NSString *) networkName]; (max. 24 symbols)
/**
* Tracks the existence of a connection with a social network.
* Use pre-defined or custom values as an identifier.
* @param SocialNetwork socialNetwork - social network id
*/
DevToDev.socialNetworkConnect(SocialNetwork socialNetwork);
Use the current constants to specify a social network:
  • SocialNetwork.Facebook
  • SocialNetwork.Twitter
  • SocialNetwork.GooglePlus
  • SocialNetwork.Vk
  • and so on...
Otherwise, create your own social network object.
/**
* Custom social network object
* @param networkName - social network name (max. 24 symbols)
*/
SocialNetwork socialNetwork = SocialNetwork.Custom(String networkName);
/**
* Tracks the existence of a connection with a social network.
* Use pre-defined or custom values as an identifier.
* <param name="socialNetwork"> Social network ID </param>
*/
DevToDev.SDK.SocialNetworkConnect(SocialNetwork socialNetwork);
Example:
DevToDev.SDK.SocialNetworkConnect(SocialNetwork.Facebook);
Use the current constants to specify social network:
SocialNetwork.Facebook SocialNetwork.Twitter SocialNetwork.GooglePlus SocialNetwork.Vk and so on...
Otherwise, create social network the object of your own:
SocialNetwork socialNetwork = SocialNetwork.Custom(string networkName); //(max. 24 symbols)
/**
* Tracks the existence of a connection with a social network.
* Use pre-defined or custom values as an identifier.
* @param {string} socialNetwork - social network id (max. 24 symbols)
**/
devtodev.socialNetworkConnect(socialNetwork);
We recommend using the following values for the most popular social networks:
Value
Social Network
Value
Social Network
en
Evernote
rt
Reddit
fb
Facebook
rr
Renren
gm
Google Mail
tb
Tumblr
gp
Google+
tw
Twitter
in
LinkedIn
vk
VK
ok
Odnoklassniki
vb
Viber
pi
Pinterest
wp
WhatsApp
qq
Qzone
/// <summary> Track the existence of a connection with a social network.
/// Use pre-defined or custom values as an identifier.</summary>
/// <param name="socialNetwork"> Social network ID </param>
DevToDev.Analytics.SocialNetworkConnect(DevToDev.SocialNetwork socialNetwork);
Use the current constants to specify social network:
DevToDev.SocialNetwork.Facebook
DevToDev.SocialNetwork.Twitter
DevToDev.SocialNetwork.GooglePlus
DevToDev.SocialNetwork.Vk
// and so on...
Otherwise, create your own social network object.
DevToDev.SocialNetwork socialNetwork = DevToDev.SocialNetwork.Custom(string networkName); //(max. 24 symbols)
/**
* Tracks the existence of a connection with a social network. Use pre-defined or custom values as an identifier.
* @param SocialNetwork socialNetwork - social network id
*/
[DevToDev socialNetworkConnect: (SocialNetwork *) socialNetwork];
Use the current constants to specify social network:
Facebook
Twitter
GooglePlus
VK
//and so on...
Otherwise, create social network the object of your own.
SocialNetwork socialNetwork = [SocialNetwork Custom: (NSString *) networkName]; //max. 24 symbols
/**
* Tracks the existence of a connection with a social network.
* Use pre-defined or custom values as an identifier.
* @param socialNetwork - social network id
*/
DevToDev.socialNetworkConnect(socialNetwork:SocialNetwork);
Use the current constants to specify social network:
SocialNetwork.VK;
SocialNetwork.TWITTER;
SocialNetwork.FACEBOOK;
SocialNetwork.GOOGLE_PLUS;
SocialNetwork.WHATS_APP;
SocialNetwork.VIBER;
SocialNetwork.EVERNOTE;
SocialNetwork.GOOGLE_MAIL;
SocialNetwork.LINKED_IN;
SocialNetwork.PINTEREST;
SocialNetwork.QZONE;
SocialNetwork.REDDIT;
SocialNetwork.RENREN;
SocialNetwork.TUMBLR;
Otherwise, create your own social network object:
/**
* Custom social network object
* @param networkName - social network name (max. 24 symbols)
*/
var socialNetwork:SocialNetwork = SocialNetwork.Custom(networkName:String);
Blueprint
Field
Type
Description
Social Name
FString
Social network Id

Code

// Tracks the existence of a connection with a social network.
// Use pre-defined or custom values as an identifier.
// FString socialNetwork - social network id (max. 24 symbols)
UDevToDevBlueprintFunctionLibrary::SocialNetworkConnect(const FString& socialNetwork);
We recommend using the following values for the most popular social networks:
Value
Social Network
Value
Social Network
en
Evernote
rt
Reddit
fb
Facebook
rr
Renren
gm
Google Mail
tb
Tumblr
gp
Google+
tw
Twitter
in
LinkedIn
vk
VK
ok
Odnoklassniki
vb
Viber
pi
Pinterest
wp
WhatsApp
qq
Qzone

Posting to social networks

Track publications in social networks and analyze the effectiveness of viral messages. The event is sent after a social network confirms the publication.
iOS
Android
Windows 8.1 and 10
Web
Unity
Mac OS
Adobe Air
UE4
/**
* Tracks the existence of posts to a social network.
* @param socialNetwork - social network Id
* @param NSString reason - the reason of posting (max. 32 symbols)
*/
[DevToDev socialNetworkPost: (SocialNetwork *) socialNetwork withReason: (NSString *) reason];
As a 'reason' parameter we recommend you indicate actions which encourage users to make a publication.
For example:
  • Start playing
  • New level reached
  • New building
  • New ability
  • Quest completed
  • New item
  • Collection completed
  • Invitation
  • Asking for help
  • New Record
  • Achievement
  • URL sharing
  • Recommendation
  • Review
and so on...
Facebook
Twitter
GooglePlus
VK
//and so on...
Otherwise, create an object with the social network name you need.
SocialNetwork socialNetwork = [SocialNetwork Custom: (NSString *) networkName];
// networkName (max. 24 symbols)
/**
* Tracks the existence of posts to a social network.
* @param socialNetwork - social network Id
* @param reason - the reason of posting (max. 32 symbols)
*/
DevToDev.socialNetworkPost(SocialNetwork socialNetwork, String reason);
As a «reason» parameter we recommend that you indicate actions which encourage users to make a publication.
For example:
  • Start playing
  • New level reached
  • New building
  • New ability
  • Quest completed
  • New item
  • Collection completed
  • Invitation
  • Asking for help
  • New Record
  • Acheivement
  • URL sharing
  • Recommendation
  • Review
  • and so on...
Use the current constants to specify a social network:
  • SocialNetwork.Facebook
  • SocialNetwork.Twitter
  • SocialNetwork.GooglePlus
  • SocialNetwork.Vk
  • and so on...
Otherwise, create your own social network object.
/**
* Custom social network object
* @param networkName - social network name (max. 24 symbols)
*/
SocialNetwork socialNetwork = SocialNetwork.Custom(String networkName);
The social network ID is the same as with DevToDev.SDK.SocialNetworkConnect(). It is possible to use pre-defined or custom values as the reason (pReason parameter) .
/**
* <param name="networkName"> Social network ID </param>
* <param name="reason"> The reason of posting. (max. 32 symbols)</param>
*/
DevToDev.SDK.SocialNetworkPost(SocialNetwork socialNetwork, String reason)
Example:
DevToDev.SDK.SocialNetworkPost(SocialNetwork.Facebook, "newLevelReached");
As a «reason» parameter we recommend that you indicate actions which encourage users to make publication.
For example:
  • Start playing
  • New level reached
  • New building
  • New ability
  • Quest completed
  • New item
  • Collection completed
  • Invitation
  • Asking for help
  • New Record
  • Acheivement
  • URL sharing
  • Recommendation
  • Review
and so on...
Use the current constants to specify social network:
SocialNetwork.Facebook SocialNetwork.Twitter SocialNetwork.GooglePlus SocialNetwork.Vk and so on...
Otherwise, create social network the object of your own:
SocialNetwork socialNetwork = SocialNetwork.Custom(string networkName); //(max. 24 symbols)
/**
* Tracks the existence of posts to a social network.
* @param {string} socialNetwork - social network Id (max. 24 symbols)
* @param {string} reason - the reason of posting (max. 32 symbols)
*/
devtodev.socialNetworkPost(socialNetwork, reason);
As a «reason» parameter we recommend that you indicate actions which encourage users to make publication.
For example:
  • Start playing
  • New level reached
  • New building
  • New ability
  • Quest completed
  • New item
  • Collection completed
  • Invitation
  • Asking for help
  • New Record
  • Achiеvement
  • URL sharing
  • Recommendation
  • Review
and so on...
Value
Social Network
Value
Social Network
en
Evernote
rt
Reddit
fb
Facebook
rr
Renren
gm
Google Mail
tb
Tumblr
gp
Google+
tw
Twitter
in
LinkedIn
vk
VK
ok
Odnoklassniki
vb
Viber
pi
Pinterest
wp
WhatsApp
qq
Qzone
/// <summary> Track the existence of posts to a social network. </summary>
/// <param name="networkName"> Social network ID </param>
/// <param name="reason"> The reason of posting. (max. 32 symbols)</param>
DevToDev.Analytics.SocialNetworkPost(DevToDev.SocialNetwork networkName, string reason);
As a «reason» parameter we recommend that you indicate actions which encourage users to make publication.
For example:
  • Start playing
  • New level reached
  • New building
  • New ability
  • Quest completed
  • New item
  • Collection completed
  • Invitation
  • Asking for help
  • New Record
  • Acheivement
  • URL sharing
  • Recommendation
  • Review
and so on...
Use the current constants to specify social network:
DevToDev.SocialNetwork.Facebook
DevToDev.SocialNetwork.Twitter
DevToDev.SocialNetwork.GooglePlus
DevToDev.SocialNetwork.Vk
// and so on...
Otherwise, create your own social network object.
DevToDev.SocialNetwork socialNetwork = DevToDev.SocialNetwork.Custom(string networkName); //(max. 24 symbols)
/**
* Tracks the existence of posts to a social network.
* @param socialNetwork - social network Id
* @param reason - the reason of posting (max. 32 symbols)
*/
[DevToDev socialNetworkPost: (SocialNetwork *) socialNetwork withReason: (NSString *) reason];
As a «reason» parameter we recommend that you indicate actions which encourage users to make publication.
For example:
  • Start playing
  • New level reached
  • New building
  • New ability
  • Quest completed
  • New item
  • Collection completed
  • Invitation
  • Asking for help
  • New Record
  • Achievement
  • URL sharing
  • Recommendation
  • Review
and so on...
Use the current constants to specify social network:
Facebook
Twitter
GooglePlus
VK
//and so on...
Otherwise, create social network the object of your own.
SocialNetwork socialNetwork = [SocialNetwork Custom: (NSString *) networkName]; //max. 24 symbols
/**
* Tracks the existence of posts to a social network.
* @param socialNetwork - social network Id
* @param reason - the reason of posting (max. 32 symbols)
*/
DevToDev.socialNetworkPost(socialNetwork:SocialNetwork, reason:String);
As a «reason» parameter we recommend that you indicate actions which encourage users to make publication.
For example:
  • Start playing
  • New level reached
  • New building
  • New ability
  • Quest completed
  • New item
  • Collection completed
  • Invitation
  • Asking for help
  • New Record
  • Acheivement
  • URL sharing
  • Recommendation
  • Review
  • and so on...
Use the current constants to specify social network:
SocialNetwork.VK;
SocialNetwork.TWITTER;
SocialNetwork.FACEBOOK;
SocialNetwork.GOOGLE_PLUS;
SocialNetwork.WHATS_APP;
SocialNetwork.VIBER;
SocialNetwork.EVERNOTE;
SocialNetwork.GOOGLE_MAIL;
SocialNetwork.LINKED_IN;
SocialNetwork.PINTEREST;
SocialNetwork.QZONE;
SocialNetwork.REDDIT;
SocialNetwork.RENREN;
SocialNetwork.TUMBLR;
Otherwise, create your own social network object:
/**
* Custom social network object
* @param networkName - social network name (max. 24 symbols)
*/
var socialNetwork:SocialNetwork = SocialNetwork.Custom(networkName:String);
Blueprint
Field
Type
Description
Social Name
FString
Social network Id
Reason
FString
The reason of posting (max. 32 symbols)
Code
// Tracks the existence of posts to a social network.
// FString socialNetwork - social network Id
// FString reason - the reason of posting (max. 32 symbols)
UDevToDevBlueprintFunctionLibrary::SocialNetworkPost(const FString& socialNetwork, const FString& reason);
As a «reason» parameter we recommend that you indicate actions which encourage users to make publication.
For example:
  • Start playing
  • New level reached
  • New building
  • New ability
  • Quest completed
  • New item
  • Collection completed
  • Invitation
  • Asking for help
  • New Record
  • Achievement
  • URL sharing
  • Recommendation
  • Review
and so on...
Value
Social Network
Value
Social Network
en
Evernote
rt
Reddit
fb
Facebook
rr
Renren
gm
Google Mail
tb
Tumblr
gp
Google+
tw
Twitter
in
LinkedIn
vk
VK
ok
Odnoklassniki
vb
Viber
pi
Pinterest
wp
WhatsApp
qq
Qzone

OpenUdid

Property allows to get UDID:
iOS
Android
Windows 8.1 and 10
Web
Unity
Mac OS
Adobe Air
UE4
/**
* @return OpenUdid
*/
[DevToDev getOpenUdid];
/**
* @return Open Udid
*/
DevToDev.getOpenUdid();
DevToDev.SDK.OpenUdid
DevToDev.Analytics.OpenUdid
/**
* @return Open Udid
*/
[DevToDev getOpenUdid];

ODIN1

Property allows to get ODIN:
iOS
Android
Windows 8.1 and 10
Web
Unity
Mac OS
Adobe Air
UE4
/**
* @return ODIN1
*/
[DevToDev getOdin1];
/**
* @return ODIN1
*/
DevToDev.getOdin1();
DevToDev.SDK.ODIN
DevToDev.Analytics.Odin1
/**
* @return ODIN1
*/
[DevToDev getOdin1];
/**
* @return ODIN1
*/
DevToDev.getOdin1();

UUID

Property allows to get UUID:
iOS
Android
Windows 8.1 and 10
Web
Unity
Mac OS
Adobe Air
UE4
/**
* @return UUID
*/
[DevToDev getUUID];
/**
* @return UUID
*/
DevToDev.getUUID();
/**
* @return UUID
*/
[DevToDev getUUID];

Debug mode

To enable the debug mode and make SDK notifications displayed in the console use this method:
iOS
Android
Windows 8.1 and 10
Web
Unity
Mac OS
Adobe Air
UE4
/**
* @param BOOL isActive
*/
[DevToDev setActiveLog: (BOOL) isActive];
/**
* @param logLevel
*/
DevToDev.setLogLevel(LogLevel logLevel);
//to enable logging
DevToDev.SDK.LogEnabled = true;
//to disable loging
DevToDev.SDK.LogEnabled = false;
/**
* Activates console log
* @param {boolean} status
*/
devtodev.setDebugLog(status);
/// <summary> Enable/Disable log</summary>
/// <param name="isEnabled">Enabled/Disabled log</param>
DevToDev.Analytics.SetActiveLog(bool isEnabled);
/**
* @param BOOL isActive
*/
[DevToDev setActiveLog: (BOOL) isActive];
/**
* @param logLevel (set logLevel=1 to enable log, 0 to disable)
*/
DevToDev.setLogLevel(logLevel:int);

Forced sending

To send events pack before it is filled or before its formation period, you can use immediate dispatch:
iOS
Android
Windows 8.1 and 10
Web
Unity
Mac OS
Adobe Air
UE4
[DevToDev sendBufferedEvents];
DevToDev.sendBufferedEvents();
DevToDev.SDK.sendBufferedEvents();
/**
* Sends event packet immediately
*/
devtodev.sendBufferedEvents();
DevToDev.Analytics.SendBufferedEvents();
[DevToDev sendBufferedEvents];
DevToDev.sendBufferedEvents();
Code
// Sends events pack before it is filled or before its formation period
FAnalytics::Get().GetDefaultConfiguredProvider()->FlushEvents();
To identify a specific product promotion or strategic campaign. (for example 'Snow Boots')

Current SDK version

To get the version of integrated SDK, use the following method:
iOS
Android
Windows 8.1 and 10
Web
Unity
Mac OS
Adobe Air
UE4
/**
* @return SDKVersion
*/
[DevToDev sdkVersion];
/**
* @return SDKVersion
*/
DevToDev.getSdkVersion();
DevToDev.SDK.GetSdkVersion();
/**
* Returns SDK version
*/
devtodev.getSdkVersion();
/**
* @return SDKVersion
*/
[DevToDev sdkVersion];
/**
* @return SDKVersion
*/
DevToDev.getSdkVersion();

Set app version

iOS
Android
Windows 8.1 and 10
Web
Unity
Mac OS
Adobe Air
UE4
To set set current application version in WEB and Windows Standalone apps use this property:
/// <summary> Property allows to set current application version.
/// Attention! This property is necessary for WEB and Windows Standalone apps only.
/// It will be ignored on other platforms.
/// </summary>
/// <param name="version"> Current version of your application </param>
DevToDev.Analytics.ApplicationVersion = version;

Tracking state (GDPR)

The method of limiting the processing of user data. The right to be forgotten.
This method is implemented in accordance with the GDPR requirements.
In case a user doesn’t want their data to be sent and processed in the devtodev system, a developer must send a ’false’ value to this method.
iOS
Android
Windows 8.1 and 10
Web
Unity
Mac OS
Adobe Air
UE4
When calling the method setTrackingAvailability with a ‘false’ value, SDK sends a command to the server to delete all user’s personal data that has been collected by devtodev from this app and a command to block the collection of any data of this user in future, and then stops sending any messages to the devtodev system.
The user will remain listed as an impersonal unit in previously aggregated metrics.
When sending a ‘true’ value, the permission to block data collection is removed.
/**
* The method of limiting the processing of user data. The right to be forgotten.
* @param BOOL trackingAvailable - use 'false' to erase user's personal data and stop collecting data of this user.
* 'true' if you want to resume data collection.
*/
[DevToDev setTrackingAvailability: (BOOL) trackingAvailable];
When calling the method setTrackingAvailability with a ‘false’ value, SDK sends a command to the server to delete all user’s personal data that has been collected by devtodev from this app and a command to block the collection of any data of this user in future, and then stops sending any messages to the devtodev system.
The user will remain listed as an impersonal unit in previously aggregated metrics.
When sending a ‘true’ value, the permission to block data collection is removed.
/**
* The method of limiting the processing of user data. The right to be forgotten.