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Please perform the following actions to integrate your application with devtodev system:
add the application to the Space using the wizard for adding application
download the latest version of devtodev SDK or install via CocoaPods
integrate SDK into your application. The integration may be whether partial or including all the possibilities.
CocoaPods is the easiest way to add devtodev into your iOS project.
Firstly, install CocoaPods using
Create a file in your Xcode project called Podfile and add the following:
Run
in your Xcode project directory. CocoaPods should download and install the devtodev library, and create a new Xcode workspace. Open this workspace in Xcode.
Download the latest version of devtodev SDK from the GitHub repository.
Include devtodev.framework dependency:
Link against the embedded framework:
Add devtodev.framework to the Linked Frameworks and Libraries section.
For the correct SDK functioning add the following frameworks:
Security.framework (Optional)
UIKit.framework (Optional)
UserNotifications (Optional)
StoreKit.framework
AdSupport.framework
Add init method into didFinishLaunchingWithOptions method of your AppDelegate.m
If the application you integrate SDK in is a part of a cross-platform project, then the user data initialization is required. Since the analytics of cross-platform projects is based on an unique user (unlike the usual projects where it is based on device identifiers), you have to:
Set the unique cross-platform user identifier (it will be used for cross-platform project data collection).
Actualize the user data. Mostly it is about game applications where the player has a game level as a characteristic. For such projects, you need to set the current player level.
We recommend you set the user identifier before SDK initialization, otherwise the user identifier from the previous session will be used since the SDK initialization moment till the setUserID method call.
If your cross-platform application is supposed to be used without cross-platform authorization, don't use the setUserID method or use the empty string ("") as the user identifier. SDK will assign the unique identifier to the user. This identifier will be used until the real cross-platform identifier is assigned to the user.
If your application allows user to re-login (changing the user during the working session of application), then the setUserID and setCurrentLevel methods should be called just after the authorization. You don't need to call the SDK initialization one more time.
To enable the debug mode and make SDK notifications displayed in the console use this method:
You have to enable Internet (enabled by default in Windows 10) and Location (if needed) in the Capabilities tab of Package.appxmanifest for correct work of the SDK.
To start working with the SDK, add the DevToDev.winmd and DevToDev.Background.winmd to the project references.
Initialize the library at Application Launching event.
App ID and Secret key can be found in the application settings (Open "Settings" → "SDK" → "Integration").
Example:
If the application you integrate SDK in is a part of cross-platform project, then the user data initialization is required.
Since the analytics of a cross-platform projects is based on a unique user (unlike the usual projects where it is based on device identifiers), you have to:
Set the unique cross-platform user identifier (it will be used for a cross-platform project data collection).
Actualize the user data. Mostly it is about game applications where the player has a game level as a characteristic. For such projects you need to set the current player level.
We recommend you set the user identifier before SDK initialization, otherwise, the user identifier from the previous session will be used since the SDK initialization moment till the UserID field is set.
If your cross-platform application supposes to be used without cross-platform authorization, don't use the UserID field or use the empty string ("") as the user identifier. SDK will assign the unique identifier to the user. This identifier will be used until the real cross-platform identifier assigns to the user.
If your application allows user to re-login (changing the user during the working session of application), then the UserID field and SetCurrentLevel method should be called just after the authorization. You don't need to call the SDK initialization one more time.
To enable the debug mode and make SDK notifications displayed in the console use this method:
SDK is available as a library in AAR (recommended) and JAR. The library is available in Maven Central repository and on GitHub repository.
Step 1. If you use Gradle for the applications build, add mavenCentral() into gradle.build file of your application and specify the following relationship in dependencies block:
In case you don't use Gradle, you can download it here and add the library into the project.
Step 2. Initialize the library in the first Activity method onCreate() in the following way:
App ID and Secret key can be found in the application settings: "Settings" → "SDK" → "Integration".
The devtodev analytics library contains an implementation of FirebaseMessagingService for working with push notifications. If you want to use your own or a third-party push notification service instead of implementing “devtodev push notification”, then you need to disable the built-in service in the manifest file.
Example:
If you want to use our SDK to work with push notifications, see this doc.
Step 3. Add the following lines at the bottom of proguard.config
If the application you integrate SDK in is a part of a cross-platform project, then the user data initialization is required.
Since the analytics of cross-platform projects is based on a unique user (unlike the usual projects where it is based on device identifiers), you have to:
Set the unique cross-platform user identifier (it will be used for cross-platform project data collection).
Actualize the user data. Mostly it is about game applications where the player has a game level as a characteristic. For such projects you need to set the current player level.
We recommend you set the user identifier before SDK initialization, otherwise, the user identifier from the previous session will be used since the SDK initialization moment till the setUserID method call.
If your cross-platform application is supposed to be used without cross-platform authorization, don't use the setUserID method or use the empty string ("") as the user identifier. SDK will assign the unique identifier to the user. This identifier will be used until the real cross-platform identifier assigns to the user.
If your application allows user to re-login (changing the user during the working session of application), then the setUserID and setCurrentLevel methods should be called just after the authorization. You don't need to call the SDK initialization one more time.
To enable the debug mode and make SDK notifications displayed in the console use this method:
Please do the following to integrate your web application with devtodev:
Add the application to the Space using the wizard for adding application.
To integrate SDK, add the following line to the tag of your page:
In order for SDK for WEB to start working, it is necessary to perform initialization right after the page is loaded and you have a basic user identifier at your disposal.
In case User ID is changed after SDK was initiated, the method should be called repeatedly with indication of a new User ID. For example, when user signs into another account in a launched messenger application.
If a user has no unique identifier, e.g. if it is possible to use your application / site without authorization), but you need to get stats for such users, don't set userId during the initialization or set an empty string ("") or null as value of userId. SDK will assign the unique identifier to the user. This identifier will be used until the real identifier assigns to the user.
Unique API key can be found in the application settings: "Settings" → "SDK" → "Integration".
In cross-platform applications, the additional user identifier can be used. It is a user cross-platform ID which is unique for all of the platforms. And if a cross-platform ID differs from the ID that is main for the platform, you need to set the cross-platform ID. The cross-platform ID combines the user data for a cross-platform project.
We recommend you apply this method before the SDK initialization, otherwise, the user identifier from the previous session will be used since the SDK initialization moment till the setCrossplatformUserId method call.
If it is difficult to do, set a cross-platform ID as soon as it is available in the application after SDK initialization.
If your application allows user to re-login (changing the user during the working session of application), then the setCrossplatformUserId method should be called just after the authorization. You don't need to call the SDK initialization one more time.
For the most precise data collection, we strongly recommend specifying some information about the user right after SDK is initiated.
In the first place, this additional initialization is required for gaming applications where the player has a game level as a characteristic.
It is not obligatory, but if you want to have the ability to build reports with regard to the version of your application, use this method before initialization.
To enable the debug mode and make SDK notifications displayed in the console, use this method:
Please do the following to integrate your application with devtodev:
Add the application to the Space using the wizard for adding application. Attention! If your Adobe Air can be used for compilations for different platforms, you need to add the applications in devtodev for each platform. As a result, the statistics will be gained for each platform separately.
Add com.devtodev.sdk.ane library to your application
For Android add the following permissions to the MyApplication.xml file:
To automatically gather the referrals data on Android, add the following strings into tag
For other platforms no changes are needed.
5. Add the following imports to your source
6. Add following source into initialize event in MyApplication.mxml file:
The appKey and appSecret values are unique for each app on each platform and can be found in the settings of appropriate app ("Settings" → "SDK" → "Integration").
For example: file MyApplication.mxml:
file MyApplication.xml:
If the application you integrate SDK in is a part of cross-platform project, then the user data initialization is required.
Since the analytics of cross-platform projects is based on a unique user (unlike the usual projects where it is based on device identifiers), you have to:
Set the unique cross-platform user identifier (it will be used for cross-platform project data collection).
Actualize the user data. Mostly it is about game applications where the player has a game level as a characteristic. For such projects, you need to set the current player level.
We recommend you set the user identifier before SDK initialization, otherwise, the user identifier from the previous session will be used since the SDK initialization moment till the setUserId method call.
If your cross-platform application is supposed to be used without cross-platform authorization, don't use the setUserId method or use the empty string ("") as the user identifier. SDK will assign the unique identifier to the user. This identifier will be used until the real cross-platform identifier assigns to the user.
If your application allows user to re-login (changing the user during the working session of application), then the setUserID and setCurrentLevel methods should be called just after the authorization. You don't need to call the SDK initialization one more time.
To enable the debug mode and make SDK notifications displayed in the console, use this method:
Only Unity 5.4 and above is supported.
Please do the following to integrate your application with devtodev:
Add the application to the Space using the wizard for adding an application.
Attention! If your Unity project can be used for compilations for different platforms, you need to add the applications in devtodev for each platform. As a result, the statistics will be gained for each platform separately.
Attention! If you install SDK versions (1.*) 2.0, 2.0.1 or 2.0.2, you have to delete them before integrating the latest version.
To do that, delete the following files and catalogues:
For 1.*
Assets/DevToDev/ (the folder)
Assets/Plugins/Android/ (files android-suport-v4.jar, AndroidManifest.xml, devtodev.jar, devtodev_android_wrapper.jar, google-play-services.jar)
Assets/Plugins/iOS/ (files AccrualType.h, CustomEventParams.h, all DevToDev*.h, Gender.h, libdevtodev.a, ReceiptStatus.h, SocialNetwork.h, TimeStatus.h, TutorialState.h)
Assets/Plugins/Metro/devtodev.dll
For 2.0
Assets/devtodev (the folder)
Assets/Plugins/DevToDevOSX.bundle
After deleting, unpack devtodev.unitypackage version 2.1 and replace all the files. If you used an interface integration, you have to re-integrate SDK.
Unpack the devtodev.unitypackage into the project
There are 2 types of integration available:
In the interface.
Open the main screen of the app.
Open Window/devtodev menu, then you'll see the following window:
Switch on "Analytics" by pressing "On" button
Add AppKey and SecretKey for all the using platforms (you can select the platform by clicking on it). If you need to debug, switch logging on.
App ID and Secret key can be found in the application settings (Open "Settings" → "SDK" → "Integration").
Script with all needed parameters if SDK initialization and tracking the user session will be automatically created and added to the scene.
Using code. Add the following strings to the GameObject which will be on the scene during the whole cycle of application work:
The appId and appSecret values are unique for each app on each platform and can be found in the settings of appropriate app ("Settings" → "SDK" → "Integration").
Add following lines at the bottom of proguard config
If you are planning to build an app for iOS, you need to add libz.tbd to the XCode project settings. This library is used by devtodev Unity SDK to compress data sent to devtodev servers. Also, you have to add UserNotifications.framework as an optional library.
Please add AdSupport.framework into the project for your SDK to function correctly with iOS and also add AppTrackingTransparency.framework for iOS 14.
Here’s how you can add them.
Option 1
1. Create Editor folder in the Assets folder.
2. In the Assets folder create DevToDevPostBuild.cs script. The script is below:
3. Uncomment proj.AddFrameworkToProject(projectGuid, "AppTrackingTransparency.framework", true); if necessary.
Option 2.
1. Add AdSupport.framework into the Frameworks section of the generated Unity xcodeproj project.
2. For iOS 14, also add AppTrackingTransparency.framework.
If the application you integrate SDK in is a part of a cross-platform project, then the user data initialization is required.
Since the analytics of cross-platform projects is based on a unique user (unlike the usual projects where it is based on device identifiers), you have to:
Set a unique cross-platform user identifier (it will be used for cross-platform project data collection).
Actualize the user data. Mostly it is about game applications where the player has a game level as a characteristic. For such projects, you need to set the current player level.
We recommend you set the user identifier before SDK initialization, otherwise, the user identifier from the previous session will be used since the SDK initialization moment till the UserID property is set.
If your cross-platform application is supposed to be used without cross-platform authorization, don't use the UserID property or use the empty string ("") as the user identifier. SDK will assign the unique identifier to the user. This identifier will be used until the real cross-platform identifier assigns to the user.
If your application allows user to re-login (changing the user during the working session of application), then the UserID property and CurrentLevel method should be called just after the authorization. You don't need to call the SDK initialization one more time.
To enable the debug mode and make SDK notifications displayed in the console use this method:
The data about the amount of sessions and their length is collected automatically by default.
In case you want to control the beginning and the end of a session manually, use the methods below:
For the start of the session use the StartSession method:
For the end of the session use the EndSession method:
Read an article and make sure you follow all the recommendations.
Delete a meta file from DevToDevOSX.bundle:
Rename CFBundleIdentifier in Info.plist inside the devtodev plugin, for example:
Sign the DevToDevOSX.bundle with the .entitlements you created earlier. To do this, type the following into the macOS Terminal:
Please do the following to integrate your application with devtodev:
Add the application to the Space using the wizard for adding application.
Download the latest version of the devtodev.framework from the GitHub repository and add it to 'Linked Frameworks and Libraries' list in the general settings of the project.
Add init method into didFinishLaunchingWithOptions method of your AppDelegate.m
App ID and Secret key can be found in the application settings (Open "Settings" → "SDK" → "Integration").
If the application you integrate SDK in is a part of a cross-platform project, then the user data initialization is required.
Since the analytics of cross-platform projects is based on a unique user (unlike the usual projects where it is based on device identifiers), you have to:
Set the unique cross-platform user identifier (it will be used for a cross-platform project data collection).
Actualize the user data. Mostly it is about game applications where the player has a game level as a characteristic. For such projects, you need to set the current player level.
If your application allows user to re-login (changing the user during the working session of application), then the setUserID and setCurrentLevel methods should be called just after the authorization. You don't need to call the SDK initialization one more time.
We recommend you set the user identifier before SDK initialization, otherwise, the user identifier from the previous session will be used since the SDK initialization moment till the setUserID method call.
If your cross-platform application is supposed to be used without cross-platform authorization, don't use the setUserID method or use the empty string ("") as the user identifier. SDK will assign the unique identifier to a user. This identifier will be used until the real cross-platform identifier assigns to the user.
To enable the debug mode and make SDK notifications displayed in the console, use this method:
Please do the following to integrate your application with devtodev:
Add the application to the Space using the wizard for adding application.
Go to your project directory and place the plugin content here: ProjectName/Plugins
Restart Unreal Editor and open the plugin menu (Window > Plugins). In the "Analytics" plugin group of your project select DevToDev (and "Blueprint Analytics Framework" in case if you use blueprints). You will be offered to restart Unreal Editor again.
Finally, add the following strings into the DefaultEngine.ini configuration file (the file is in "Config" folder of your project):
To get an access to the DevToDev settings, go to Project Settings > DevToDev
Get the keys (they can be found in the application settings: Settings -> SDK -> Integration) and insert the keys in this window. Then choose the Enable Push Notifications option in case if you want to send push notifications through devtodev service.
All the events are available in the Analytics block of your Blueprint.
To initialize SDK in a blueprint, first call the "Start Session" event from the Analytics Blueprint Library.
or from the following code