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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:
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. 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:
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:
Please perform the following actions to integrate your application with devtodev system:
add the application to the Space using the wizard for adding application
or install via CocoaPods
integrate SDK into your application. The integration may be whether partial or including all the possibilities.
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 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:
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
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:
The list of predefined keys:
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:
The list of predefined keys:
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:
The list of predefined keys:
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:
The list of predefined keys:
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:
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
Code
Use the current constants to specify a social network:
Otherwise, create an object with the social network name you need.
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.
Example:
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:
We recommend using the following values for the most popular social networks:
Use the current constants to specify social network:
Otherwise, create your own social network object.
Use the current constants to specify social network:
Otherwise, create social network the object of your own.
Use the current constants to specify social network:
Otherwise, create your own social network object:
Track publications in social networks and analyze the effectiveness of viral messages. The event is sent after a social network confirms the publication.
As a 'reason' parameter we recommend you indicate actions which encourage users to make a publication.
Otherwise, create an object with the social network name you need.
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.
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) .
Example:
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:
As a «reason» parameter we recommend that you indicate actions which encourage users to make publication.
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:
Otherwise, create your own social network object.
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:
Otherwise, create social network the object of your own.
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:
Otherwise, create your own social network object:
Blueprint
Code
As a «reason» parameter we recommend that you indicate actions which encourage users to make publication.
Property allows to get UDID:
Property allows to get ODIN:
Property allows to get UUID:
To enable the debug mode and make SDK notifications displayed in the console use this method:
To send events pack before it is filled or before its formation period, you can use immediate dispatch:
Code
To identify a specific product promotion or strategic campaign. (for example 'Snow Boots')
To get the version of integrated SDK, use the following method:
To set set current application version in WEB and Windows Standalone apps use this property:
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.
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.
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.
In the case of using TrackingAvailability property 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.
In the case of using TrackingAvailability property with a ‘true’ value, the permission to block data collection is removed.
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.
In the case of using TrackingAvailability property 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.
In the case of using TrackingAvailability property with a ‘true’ value, the permission to block data collection is removed.
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.
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.
Please take a look at our before integrating the events.
The Tutorial steps event allows you to evaluate the effectiveness of the tutorial steps system. The event should be sent at the end of each tutorial step indicating the number of every passed step as a parameter.
Use the following constants to specify basic events of tutorial steps:
Start or -1 - at the beginning, before the first step is completed;
Finish or -2 - instead of the final step number;
Skipped or 0 - in case а user skipped the tutorial.
DevToDev.TutorialState.Start or -1 - at the beginning, before the first step is completed;
DevToDev.TutorialState.Finish or -2 - instead of the last step number;
DevToDev.TutorialState.Skipped or 0 - if a user skipped the tutorial.
DevToDev.TutorialState.Start or -1 - at the beginning, before the first step is completed;
DevToDev.TutorialState.Finish or -2 - instead of the last step number;
DevToDev.TutorialState.Skipped or 0 - if a user skipped the tutorial.
-1 - Start the tutorial (at the beginning, before the first step is completed)
-2 - Tutorial finished (instead of the last step number)
0 - Tutorial skipped (if a user skipped the tutorial).
DevToDev.TutorialState.Start or -1 - at the beginning, before the first step is completed;
DevToDev.TutorialState.Finish or -2 - instead of the last step number;
DevToDev.TutorialState.Skipped or 0 - if a user skipped the tutorial.
Start or -1 - at the beginning, before the first step is completed;
Finish or -2 - instead of the final step number;
Skipped or 0 - in case a user skipped the tutorial.
TutorialState.START or -1 - at the beginning, before the first step is completed;
TutorialState.FINISH or -2 - instead of the last step number;
TutorialState.SKIPPED or 0 - if a user skipped the tutorial.
-1 (Start) - at the beginning, before the first step is completed;
-2 (Finish) - instead of the number of the last step;
0 (Skipped) - in case a user skipped the tutorial.
In other cases use step numbers. Make sure you use numbers above 0 to enumerate the steps.
The logic of the use of the Skipped constant in the Tutorial steps event is provided only in case a user has completely refused to pass the tutorial. After Skipped is used, no other values of the Tutorial steps event must be received.
Blueprint
Code
This event is for games only.
To track the average account balance of in-game currency by the end of each level, please provide the list of currency names and amounts.
Blueprint
To track the average amount of in-game currency earned during a level, it is necessary to send a special event after each time an in-game account is replenished.
AccrualType can take one of the following values:
To track payments, add this event right after the platform confirms that a payment went through.
A unique order identifier is a value of a transactionIdentifier property in SKPaymentTransaction object inside the receipt of completed transaction.
devtodev server does not process transactions with previously used transaction IDs. Also, the server validates identifiers in appearance to avoid evident cheat transactions. To avoid adding cheat payments into reports completely, use devtodev anti-cheat service before creating a realPayment event.
How to find the transaction ID in GooglePlay transaction?
Find the INAPP_PURCHASE_DATA object In the JSON fields that are returned in the response data for a purchase order. A unique transaction identifier is the value of orderId property in INAPP_PURCHASE_DATA object. If the order is a test purchase made via the In-app Billing Sandbox, orderId property will be empty.
devtodev server does not process transactions with previously used transaction IDs. Also, the server validates the identifiers in appearance to avoid evident cheat transactions. To avoid completely the entering of cheat payments from GooglePlay in reports, use devtodev anticheat service before creating realPayment event.
Example:
Example:
How to find the transaction ID in iTunes transaction?
Unique order identifier is a value of "transactionIdentifier" property in SKPaymentTransaction object inside the receipt of completed transaction.
How to find the transaction ID in GooglePlay transaction?
Find the INAPP_PURCHASE_DATA object In the JSON fields that are returned in the response data for a purchase order. A unique transaction identifier is the value of orderId property in INAPP_PURCHASE_DATA object. If the order is a test purchase made via the In-app Billing Sandbox, orderId property will be empty.
devtodev server does not process transactions with previously used transaction IDs. Also the server validates the identifiers in appearance, to avoid evident cheat transactions. To avoid the entering of cheat payments in reports completely, use devtodev anticheat service before creating realPayment event.
Blueprint
Code
This event is for games only.
To track expenditures of in-game currency and popularity of products, add this event right after the purchase.
In case a product is bought for several game currencies at once, it is necessary to make a dictionary that includes the names and amounts of the paid currencies.
In case a product was bought for several game currencies at once, it is necessary to make a hashmap that includes the names and amounts of the paid currencies.
…and so on…
Example:
In case a product was bought for several game currencies at once, it is necessary to make a hashmap including the names and amounts of the paid currencies.
Example:
In case a product was bought for several game currencies at once, it is necessary to make a dictionary including the names and amounts of the paid currencies.
In case a product was bought for several game currencies at once, it is necessary to make a dictionary including the names and amounts of the paid currencies.
In case a product was bought for several game currencies at once, it is necessary to make a hashmap including the names and amounts of the paid currencies.
Blueprint
Notice! If the purchase is done by more than one currency, then the method should be called as many times as many currencies were used, but the amount of purchase should be set only in one of the times.
Use the method “Record Simple Item Purchase with Attributes” from Analytics Blueprint Library.
Item Id field is the identifier of purchased item, Item Quantity is the amount of purchased item. Attributes array should contain the following obligatory information:
Code
Please keep in mind that there is a limit for the number of unique values of the "purchaseCurrency" parameter - 30 currencies per project. Currencies cannot be deleted or renamed.
If you want to count the events that are not among basic, use custom events.
The event must have a unique name and can include up to 20 parameters. The maximum length of the event name is 72 symbols.
Every parameter inside one event must have a unique name. The maximum length of the parameter name is 32 symbols.
The values of parameters can be string or number type (int, long, float, double). The maximum length of the parameter value is 255 symbols.
No more than 300 variants of custom event names can be used for one project. Try to enlarge events in meaning by using event parameters. Events that didn't get into the limit of unique event names will be discarded.
For a string parameter, it is acceptable to use not more than 50,000 unique values for the whole event history. In case the limit of unique values is exceeded, the parameter is ignored.
Therefore, we recommend not to set user IDs and Unix time as parameter values of custom events. Try to integrate parameter values if they have a very large variability. Otherwise, it will be very difficult to analyze the data or after some time it may be even ignored.
We strongly recommend not to change the type of data transferred in the parameter over time. In case you change the data type in parameter, it will be duplicated with the same name and different data types in devtodev database which will result in more complicated report building.
20 parameter names may be associated with any event:
Then use method:
20 parameter names may be associated with any event:
Then use method:
Example:
20 parameter names may be associated with any event:
Example:
20 parameter names may be associated with any event:
Then use method:
Example:
20 parameter names may be associated with any event:
Then use method:
20 parameter names may be associated with any event:
Then use method:
20 parameter names may be associated with any event:
Then use method:
20 parameter names may be associated with any event. Use "Record Event With Attributes".
Code
This event is for games only.
First of all, a Progression event is used for games with short (within one game session) locations/game levels. The event allows you to gather data on passing the locations and get statistics on parameters that vary during the location passing.
Developer must use the following two methods:
Method startProgressionEvent when entering the location:
Method endProgressionEvent when exiting (no matter if completed or not) the location:
LocationEventParams class methods:
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling endProgressionEvent method during the game session (the call of endProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash), do not fall in the statistics.
Let’s look at the example of event integration for a match3 game with a location map:
Method startProgressionEvent when enetring the location
Method endProgressionEvent when exiting (no matter if completed or not) the location
LocationEventParams class methods:
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling endProgressionEvent method during the game session (the call of endProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
Let’s analyse the example of event integration on match3 game with location map:
Method StartProgressionEvent when enetring the location
Method EndProgressionEvent when exiting (no matter if completed or not) the location
LocationEventParams class methods:
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling EndProgressionEvent method during the game session (the call of EndProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
Let’s analyse the example of event integration on match3 game with location map:
Method startProgressionEvent when enetring the location
Method endProgressionEvent when exiting (no matter if completed or not) the location
Location parameters object contains:
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling endProgressionEvent method during the game session (the call of endProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
Let’s analyse the example of event integration on match3 game with location map:
Method StartProgressionEvent when enetring the location
Method EndProgressionEvent when exiting (no matter if completed or not) the location
ProgressionEventParams class methods:
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling EndProgressionEvent method during the game session (the call of EndProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
Let’s analyse the example of event integration on match3 game with location map:
Method startProgressionEvent when enetring the location
Method endProgressionEvent when exiting (no matter if completed or not) the location
LocationEventParams class methods:
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling endProgressionEvent method during the game session (the call of endProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
Let’s analyse the example of event integration on match3 game with location map:
Method StartProgressionEvent when enetring the location
Method EndProgressionEvent when exiting (no matter if completed or not) the location
LocationEventParams class methods:
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling EndProgressionEvent method during the game session (the call of EndProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
Let’s analyse the example of event integration on match3 game with location map:
Method StartProgressionEvent when enetring the location
Code
Method EndProgressionEvent when exiting (no matter if completed or not) the locationBlueprint
Location parameters
Code
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling endProgressionEvent method during the game session (the call of endProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
Let’s analyse the example of event integration on match3 game with location map:
Android Push Notifications
Push Notifications on Android are sent with the help of the FCM service. To work with it, two keys are required: a client and server key. If you have a project, move on to the second part of this article.
Add a new project to the .
Fill in the name and country of your project.
Congratulations, the project has been created! Now you need to indicate the package name of your Android app.
Go to the settings of your Android project.
Remember or copy Server key and Sender ID from the Cloud Messaging tab. You will need them to integrate push notifications and create push campaigns.
Download the generated by google-service.json file and add it to the project.
Project-level build.gradle (<project>/build.gradle):
App-level build.gradle (<project>/<app-module>/build.gradle):
In Activity (where the SDK initializes) add the push notifications initialization and the listener of push notifications processing.
Optional. To set the custom icons to be shown in push-notification on the SDK part, use the following methods: To set the small icon:
To set the default color of the small icon:
To set the large icon:
Use resources of your app. For example, R.drawable.ic_launcherIcons which set in the push-notification wizard have priority over the icons which set in these methods.
In case you use several push notifications services or would like to use your own implementation of FirebaseMessagingService, please add the call of the method for displaying messages sent from the devtodev system:
For example:
2. Proceed to Settings of your app in devtodev.
3. Go to Integration page and insert the previously received Firebase Cloud Messaging token to the FCM token field in Push notifications section.
4. If the Firebase Cloud Messaging token is correct, you will see the following result
Fill in campaign name, select an app for delivery*
Choose user group to send a message. You can choose existing segment or create a new one
Enter notification details
Make some tests and correct the message if it's required
Schedule the delivery
That's it!
You can create a campaign only after at least one push token comes from devtodev SDK integrated to your application. Otherwise the app will not be displayed in the list.
Integration of push notifications on Android and iOS using devdodev SDK for Adobe Air
Push Notifications are availible only for iOS and Android.
Go to and then to your project or create a new one.
Current project:
New project:
Save the google-services.json file and add it to your app so that it is placed inside the Assets folder in a ready .apk file. If you use Flash Builder IDE simply copy it in the root folder, Flash Builder will do the rest for you.
Update Adobe Air SDK. Pay attention that version of the Adobe Air SDK should be at least 22.0, otherwise FCM classes will not be imported into your project. However, you still can use Analytics, but application will not be able to accept Push Notifications.
Add dependencies to your project. These libraries are located in the same archive with com.devtodev.SDK.ane extension in the dependencies folder. These extensions contain firebase, gps и android-support libraries Java, that are used for sending Push Notifications. If you have already imported firebase-auth, firebase-common, firebase-iid, firebase-messaging, play-services-auth, play-services-base, play-services-basement, support-v4 or they are included in other extensions, you don't need to import them again. In any case, we recommend to use data from the library of a version not lower than 25. Add the following to the manifest file of your app:
Add the following to your application's manifest:
Add the following imports to your source:
Add the push notifications initialization before the DevToDev.init(appKey:String, appSecret:String) method was called:
onPushToken, onPushTokenFailed, onPushReceived and onPushOpened are the functions that take following arguments:
2. Insert the previously received Server API Key to the API Key field in Push notifications section.
3. If the Server API Key is correct, you will see the following result
Fill in campaign name, select an app for delivery
Choose user group to send a message. You can choose existing segment or create a new one.
Enter notification details
Make some tests and correct the message if it's required
Schedule the delivery
That's it!
You can create a campaign only after at least one push token comes from devtodev SDK integrated to your application. Otherwise the app will not be displayed in the list.
To enable Push Notifications, please perform the following actions:
Add the application to your space in devtodev system
Generate Developer or Production Certificate for the application and get Private key file (.p12) on its basis
Submit the data to the application settings in devtodev system
Integrate devtodev SDK to the application (see the “SDK integration” division to learn more about integrating and initializing devtodev SDK)
Add several lines of the code to switch in the push notification to the SDK
Create a campaign for sending push notifications in “Push” section
At first, you need to generate Certificate Signing Request. We have already done it, so you can just click "Continue".
At next step you need to upload the CSR to the Apple server. Choose the CSR-file and click "Generate".
You'll need to repeat this process to generate the Production Certificate when your app will be ready for release. All steps are the same.
Follow these steps to export the certificate from Apple web-site to the P12-file:
Open "Keychain access" application
If the certificate hasn't been added to keychain access yet, choose "File" → "Import". Find the certificate file (CER-file) provided by Apple
Choose "Keys" section in "Keychain access" application
Choose personal key associated with your iPhone developer certificate. Personal key is identified by open certificate associated with it "iPhone developer: ". Choose "File" → Export objects. Save key as .p12
You'll be suggested to create a password which is used when you need to import the key to another computer.
Convert Apple certificate file to the PEM-file. Start the following command-line operation from bin catalog OpenSSL.
Convert personal key from Mac OS keychain to the PEM-key:
Now you are able to create P12-file using PEM-key and iPhone developer certificate:
If you are using key from Mac OS keychain than choose PEM-version created at previous step.
Otherwise you can use OpenSSL key for Windows OS.
After the certificates has been generated you can start to integrate Push SDK into you app.
Add the following to your application's manifest. Don't forget that the minimum supported version is iOS 7:
Attention! If you use Production Certificate for signing application package, don't forget to change "development" value to "production".
Add the following imports to your source:
Add the push notifications initialization before the DevToDev.init(appKey:String, appSecret:String) method was called:
onPushToken, onPushTokenFailed, onPushReceived and onPushOpened are the functions that take following arguments:
Compile and run the app. You will need a device, because simulator does not support push notifications.
Xcode will automatically choose new provisioning profile. If an error occurred during the launch make sure that there is a correct profile set in the Code Signing Identity. You'll be asked to confirm push notifications. An app will request permission only once, if user confirm it - notifications will be accepted otherwise he wont get any push messages from your app. User can change it in device settings.
2. Fill in campaign name
You can create a campaign only after at least one push token comes from devtodev SDK integrated to your application. Otherwise the app will not be displayed in the list.
3. Choose user group to send a message. You can choose existing segment or create a new one.
4. Enter notification details
5. Test push notification (or skip this step)
6. Confirm push gateway
7. Schedule the delivery
8. That's it!
You can analyze the distribution of the players over the levels. The event should be sent right after the player reached the next level. You can find more information on what is the right moment to use LevelUp event .
Attention! We strongly recommend that you do not use custom event properties to transfer and store data that fits the definition of !
Blueprint
Player comes to the third location on the map “Village” while following the game map. Passing on the first level of difficulty. Before entering this location gamer passed the third location on the map “City”. .. Player passing the location. Player finishes passing of the third location on the map “Village”. The location is passed successfully. The passing took 389 seconds. Gamer finished the passing with 3 stars and gained 70 coins. While the passing gamer used boost and bought extra 5 turns.
After a successful registration in Firebase, you can receive your keys that you will use in devtodev.
The Google services plugin for loads the google-services.json file that you just downloaded. Modify your build.gradle files to use the plugin.
Finally, press "Sync now" in the bar that appears in the IDE:
1. Go to and then to your project settings. On the Cloud messaging tab get the Firebase Cloud Messaging token of your project.
Open section and click on 'Add new campaign" button
1. Proceed to Setting -> :
Open section and click on 'Add new campaign' button
Open "Keychain access" utility (Launchpad → Other) and choose "Request a Certificate From a Certificate Authority" option.
Fill in all requied fields in Certificate Assistant window, set flag an "Saved on disk" item and click "Continue". Save the file.
Log in at iOS Provisioning Portal. Open "App IDs" section, choose your app and click "Edit".
Activate "Push Notifications" option and click on "Create Certificate"
Certificate generation takes just a few seconds. After generation is finished click "Download" and then "Done".
Upload the .p12-file into Integration section of application settings panel (Settings -> ):
1. Open section and click on "Add new campaign" button.
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') |
Value | Social Network | Value | Social Network |
en | Evernote | rt |
fb | rr | Renren |
gm | Google Mail | tb | Tumblr |
gp | Google+ | tw |
in | vk | VK |
ok | Odnoklassniki | vb | Viber |
pi | wp |
Qzone |
Field | Type | Description |
Social Name | FString | Social network Id |
Value | Social Network | Value | Social Network |
en | Evernote | rt |
fb | rr | Renren |
gm | Google Mail | tb | Tumblr |
gp | Google+ | tw |
in | vk | VK |
ok | Odnoklassniki | vb | Viber |
pi | wp |
Qzone |
For example:
|
and so on... |
For example:
|
and so on... |
Value | Social Network | Value | Social Network |
en | Evernote | rt |
fb | rr | Renren |
gm | Google Mail | tb | Tumblr |
gp | Google+ | tw |
in | vk | VK |
ok | Odnoklassniki | vb | Viber |
pi | wp |
Qzone |
Field | Type | Description |
Social Name | FString | Social network Id |
Reason | FString | The reason of posting (max. 32 symbols) |
For example:
|
and so on... |
Value | Social Network | Value | Social Network |
en | Evernote | rt |
fb | rr | Renren |
gm | Google Mail | tb | Tumblr |
gp | Google+ | tw |
in | vk | VK |
ok | Odnoklassniki | vb | Viber |
pi | wp |
Qzone |
Field | Type | Description |
Step | int32 | The latest successfully completed tutorial step |
Field | Type | Description |
Level | int32 | level reached by the player |
Field | Type | Description |
Level | int32 | level reached by the player |
Field | Type | Description |
Game Currency Type | FString | Currency name (max. 24 symbols) |
Game Currency Amount | int32 | The amount an account has been credited with. |
accrualType | Enum | Can take one of following values: "Earned" or "Purchased" |
Field | type | Description |
Transaction Id | FString | Unique transaction ID |
In AppPrice | float | Product price (in user's currency) |
In App Name | FString | Product name |
In App Currency ISOCode | FString | Transaction currency (ISO 4217 format) |
Field | Type | Description |
Item Id | FString | Unique purchase Id or name (max. 32 symbols) |
Item Quantity | int32 | Count of purchased goods |
Field | Type | Description |
purchaseType | FString | Purchase type or group (max. 96 symbols) |
purchasePrice | int32 | Cost of purchased goods (total cost -if several goods were purchased) |
purchaseCurrency | FString | Currency name (max. 24 symbols) |
Field | Type | Description |
Event Name | FString | Custom event name |
Field | Type | Description |
locationName | FString | The name of location user entered |
Attributes | TArray<FAnalyticsEventAttr> | Location parameters |
Field | Type | Description |
locationName | FString | The name of location user left |
Attributes | TArray<FAnalyticsEventAttr> | Location parameters |
Earned | TArray<FAnalyticsEventAttr> | User earnings within the location passing (optional). Key max. length is 24 symbols. |
Spent | TArray<FAnalyticsEventAttr> | User spendings within the location passing (optional). Key max. length is 24 symbols. |
Key | Type | Description |
success | bool | State/result of the location passing (required). |
source | FString | Previously visited location (optional). |
difficulty | int32 | Location level of difficulty (optional). |
duration | int32 | Time spent in the location (optional). In case the parameter is not specified by the developer, it will be automatically сalculated as the date difference between Start Progression Event and End Progression Event method calls. |
To be protected from fraudulent transactions, we recommend you to use devtodev Anticheat service.
Use this method, and devtodev will check the transaction's validity with the payment platform, and the response will be returned to the application.
The result can take one of the following values:
In case of a successful check call the following main SDK method:
If the transaction hasn’t passed verification, do not perform the Payment event.
We do not recommend to use the result of devtodev anti-cheat verification as a condition for giving or not giving in-game currency or item purchased by a user!
To check for time cheats call checkTime method every time when the app is being launched
The result can take one of the following values:
To be protected from fraudulent transactions, we recommend you to use devtodev Anticheat service
Use this method, and devtodev will check the transaction validity with the payment platform, and the response will be returned to the application.
Call following method when GooglePlay returns the transaction to your onActivityResult:
You can get sharedSecret key here:
Go to the Google Play Developer Console and sign in. Make sure that you sign in to the account from which the application you are licensing is published (or will be published).
In the application details page, locate the Services & APIs link and click it.
In the Services & APIs page, locate the Licensing & In-App Billing section.
Your public key for licensing is given in the Your License Key For This Application field.
The result can take one of the following values:
In case of a successful check call following the main SDK method:
If the transaction hasn’t passed verification, do not perform the Payment event.
We do not recommend to use the result of devtodev anti-cheat verification as a condition for giving or not giving in-game currency or item purchased by a user!
To check for time cheats call checkTime method every time when the app is being launched
The result can take one of the following values:
To be protected from fraudulent transactions, we recommend you to use devtodev Anticheat service.
Use this method, and devtodev will check the transaction validity with the payment platform, and the response will be returned to the application.
1. Call the method for payment verification:
or if you are using Unity IAP plugin:
where OnReceiptVerifyCallback is the function like this:
Here's how to find your application's public key for licensing (for Google Play platform only, for other platforms the publicKey is not used):
Go to the Google Play Console and sign in. Make sure that you sign in to the account from which the application you are licensing is published (or will be published).
In the application details page, locate the Services & APIs link and click it.
In the Services & APIs page, locate the Licensing & In-App Billing section. Your public key for licensing is given in the Your License Key For This Application field.
ReceiptVerificationStatus can take one of the following values:
Don't forget that it is enough to set only receipt field to check the payment on iOS (iTunes) or Windows/Windows Phone (Microsoft Store), and for Android (Google Play) the fields signature and publicKey should be set.
Сore SDK should be initialized prior to the call of VerifyPayment function.
2. In case of an unsuccessful check (ReceiptNotValid result) do not call SDK method RealPayment. In other cases:
To check for time cheats call VerifyTime method.
1. Call the method to time verification:
where OnTimeVerifyCallback is the function like this:
DevToDevTimeVerificationStatus can take one of the following values:
Сore SDK should be initialized prior to the call of VerifyTime function.
In addition to basic methods, you can observe and change the user profiles data. A user profile is the set of properties describing the user, which can be divided into 4 groups:
Cross-platform or custom user identifier. If this identifier is not set by a developer, then the device identifier is used.
Automatically collected properties, including data about user's device, geography, app version, SDK, and some other data which can be received from SDK.
The default set of user properties, which can be set by a developer. The set of this parameters works with separate methods. This set includes the data of the user's name, sex, age, e-mail, phone number and URL of user picture. Also, this set includes the mark of a user as a cheater.
Custom set of user properties. In this case, a developer sets any user data he/she needs to know. The data is set in key-value format and can be numeric, string, array, or boolean. Each project can have up to 30 custom user properties.
Cross-platform or custom user identifier. If this identifier is not set by a developer, then the device identifier is used.
Automatically collected properties, including data about user's device, geography, app version, SDK, and some other data which can be received from SDK.
The default set of user properties, which can be set by a developer. The set of this parameters works with separate methods. This set includes the data of the user's name, sex, age, e-mail, phone number, and URL of user picture. Also, this set includes the mark of a user as a cheater.
Custom set of user properties. In this case, a developer sets any user data he/she needs to know. The data is set in key-value format and can be numeric, string, array, or boolean. Each project can have up to 30 custom user properties.
Cross-platform or custom user identifier. If this identifier is not set by developer, then the device identifier is used.
Automatically collected properties, including data about user's device, geography, app version, SDK, and some other data which can be received from SDK.
Default set of user properties, which can be set by developer. The set of this parameters works with separate methods. This set includes the data of user's name, sex, age, e-mail, phone-number and url of user picture. Also this set includes the mark of user as cheater.
Custom set of user properties. In this case developer sets any user data he/she needs to know. The data is set in key-value format and can be numeric, string, array or boolean. Each project can have up to 30 custom user properties.
Cross-platform or custom user identifier. If this identifier is not set by developer, then the identifier which was set during the initialization is used.
Automatically collected properties, including data about user's device, geography, app version, SDK, and some other data which can be received from SDK.
Basic set of user properties, which can be set by developer. The set of this parameters works with separate methods. This set includes the data of user's name, sex, age, e-mail, phone-number and url of user picture. Also this set includes the mark of user as cheater.
Custom set of user properties. In this case developer sets any user data he/she needs to know. The data is set in key-value format and can be numeric, string, array or boolean. Each project can have up to 30 custom user properties.
Cross-platform or custom user identifier. If this identifier is not set by developer, then the device identifier is used.
Automatically collected properties, including data about user's device, geography, app version, SDK, and some other data which can be received from SDK.
Default set of user properties, which can be set by developer. The set of this parameters works with separate methods. This set includes the data of user's name, sex, age, e-mail, phone-number and url of user picture. Also this set includes the mark of user as cheater.
Custom set of user properties. In this case developer sets any user data he/she needs to know. The data is set in key-value format and can be numeric, string, array or boolean. Each project can have up to 30 custom user properties.
Cross-platform or custom user identifier. If this identifier is not set by developer, then the device identifier is used.
Automatically collected properties, including data about user's device, geography, app version, SDK, and some other data which can be received from SDK.
Default set of user properties, which can be set by developer. The set of this parameters works with separate methods. This set includes the data of user's name, sex, age, e-mail, phone-number and url of user picture. Also this set includes the mark of user as cheater.
Custom set of user properties. In this case developer sets any user data he/she needs to know. The data is set in key-value format and can be numeric, string, array or boolean. Each project can have up to 30 custom user properties.
Cross-platform or custom user identifier. If this identifier is not set by developer, then the device identifier is used.
Automatically collected properties, including data about user's device, geography, app version, SDK, and some other data which can be received from SDK.
Default set of user properties, which can be set by developer. The set of this parameters works with separate methods. This set includes the data of user's name, sex, age, e-mail, phone-number and url of user picture. Also this set includes the mark of user as cheater.
Custom set of user properties. In this case developer sets any user data he/she needs to know. The data is set in key-value format and can be numeric, string, array or boolean. Each project can have up to 30 custom user properties.
Cross-platform or custom user identifier. If this identifier is not set by developer, then the device identifier is used.
Automatically collected properties, including data about user's device, geography, app version, SDK, and some other data which can be received from SDK.
Default set of user properties, which can be set by developer. The set of this parameters works with separate methods. This set includes the data of user's name, sex, age, e-mail, phone-number and url of user picture. Also this set includes the mark of user as cheater.
Custom set of user properties. In this case developer sets any user data he/she needs to know. The data is set in key-value format and can be numeric, string, array or boolean. Each project can have up to 30 custom user properties.
You can segment users by all the properties in My Apps section of an application.
This method is used for user initialization in the applications that are the parts of cross-platform project.
We recommend you to 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 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 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 the application), then the setUserID method should be called just after the authorization. You don't need to call the SDK initialization one more time.
To see which identifier is used at the moment:
This method is used for user initialization in the applications which are the parts of cross-platform project.
We recommend you to 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 setUserID method call.
If your cross-platform application supposes 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 user. This identifier will we 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 method should be called just after the authorization. You don't need to call the SDK initialization one more time.
To see which identifier is used at the moment:
This method is used for user initialization in the applications which are the parts of cross-platform project.
We recommend you to apply this method before the SDK initialization, otherwise the user identiticator from the previous session will be used since the SDK initialization moment till the UserID property call.
If your cross-platform application supposes 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 user. This identifier will we 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 should be called just after the authorization. You don't need to call the SDK initialization one more time.
This property also allows you to see which identifier is used at the moment.
This method is used for user initialization in the applications which are the parts of cross-platform project. You also can use this identifier in non-crossplatform projects, but in your app the own unique user identifier is used.
We recommend you to 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 your cross-platform application supposes to be used without cross-platform authorization, don't use the setCrossplatformUserId method or use the empty string ("") as the user identifier. SDK will assign the unique identifier to 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 setCrossplatformUserId method should be called just after the authorization. You don't need to call the SDK initialization one more time.
To see which identifier is used at the moment:
This method is used for user initialization in the applications which are the parts of cross-platform project.
We recommend you to 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 UserID property call.
If your cross-platform application supposes 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 user. This identifier will we 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 should be called just after the authorization. You don't need to call the SDK initialization one more time.
This property also allows you to see which identifier is used at the moment.
This method is used for user initialization in the applications which are the parts of cross-platform project.
We recommend you to 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 setUserID method call.
If your cross-platform application supposes 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 user. This identifier will we 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 method should be called just after the authorization. You don't need to call the SDK initialization one more time.
To see which identifier is used at the moment:
This method is used for user initialization in the applications which are the parts of cross-platform project.
We recommend you to 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 setUserID method call.
If your cross-platform application supposes 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 user. This identifier will we 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 method should be called just after the authorization. You don't need to call the SDK initialization one more time.
To see which identifier is used at the moment:
This method is used for user initialization in the applications which are the parts of cross-platform project.
We recommend you to 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 setUserID method call.
If your cross-platform application supposes 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 user. This identifier will we 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 method should be called just after the authorization. You don't need to call the SDK initialization one more time.
Blueprint
Code
To see which identifier is used at the moment:
Blueprint
Code
If it is possible to replace the user identifier in your application (for example, to make changes in the login/user id for a particular user), use this method at the moment of replacing the identifier.
Don't use this method if you're going to perform the user's re-login.
If it is possible to replace the user identifier in your application (say, to make changes in the login/user id for particular user), use this method at the moment of replacing the identifier.
Don't use this method if you're going to perform the user's re-login.
If it is possible to replace the user identifier in your application (say, to make changes in the login/user id for particular user), use this method at the moment of replacing the identifier.
Don't use this method if you're going to perform the user's re-login.
If it is possible to replace the cross-platform user identifier in your application (say, to make changes in the login/user id for particular user), use this method at the moment of replacing the identifier.
Don't use this method if you're going to perform the user's re-login.
If it is possible to replace the user identifier in your application (say, to make changes in the login/user id for particular user), use this method at the moment of replacing the identifier.
Don't use this method if you're going to perform the user's re-login.
If it is possible to replace the user identifier in your application (say, to make changes in the login/user id for particular user), use this method at the moment of replacing the identifier.
Don't use this method if you're going to perform the user's re-login.
If it is possible to replace the user identifier in your application (say, to make changes in the login/user id for particular user), use this method at the moment of replacing the identifier.
Don't use this method if you're going to perform the user's re-login.
If it is possible to replace the user identifier in your application (say, to make changes in the login/user id for particular user), use this method at the moment of replacing the identifier.
Don't use this method if you're going to perform the user's re-login.
Blueprint
Code
This method is used in cross-platform applications and applications with data synchronization.
This method is required for user's level data initialization. We recommend you to use the setCurrentLevel method just after the user initialization (using the setUserID method).
Don't use the setCurrentLevel method at the moment of user's level up. We recommend you to use the levelUp method in this case.
This method is used in cross-platform applications and applications with data synchronization.
This method is required for user's level data initialization. We recommend you to use the setCurrentLevel method just after the user initialization (using the setUserID method).
Don't use the setCurrentLevel method at the moment of user's level up. We recommend you to use the levelUp method in this case.
This method is used in cross-platform applications and applications with data synchronization.
This method is required for user's level data initialization. We recommend you to use the SetCurrentLevel method just after the user initialization (using the UserID method).
Don't use the SetCurrentLevel method at the moment of user's level up. We recommend you to use the levelUp method in this case.
If your app uses the user's level mark, we recommend to use this method after every SDK initialization, as soon as data of user's level is available to the application.
This method is used in cross-platform applications and applications with data synchronization.
This method is required for user's level data initialization. We recommend you to use the SetCurrentLevel method just after the user initialization (using the UserID method).
Don't use the SetCurrentLevel method at the moment of user's level up. We recommend you to use the levelUp method in this case.
This method is used in cross-platform applications and applications with data synchronization.
This method is required for user's level data initialization. We recommend you to use the setCurrentLevel method just after the user initialization (using the setUserID method).
Don't use the setCurrentLevel method at the moment of user's level up. We recommend you to use the levelUp method in this case.
This method is used in cross-platform applications and applications with data synchronization.
This method is required for user's level data initialization. We recommend you to use the setCurrentLevel method just after the user initialization (using the setUserID method).
Don't use the setCurrentLevel method at the moment of user's level up. We recommend you to use the levelUp method in this case.
This method is used in cross-platform applications and applications with data synchronization.
This method is required for user's level data initialization. We recommend you to use the setCurrentLevel method just after the user initialization (using the setUserID method).
Don't use the setCurrentLevel method at the moment of user's level up. We recommend you to use the levelUp method in this case.
Blueprint
Code
In case you have your own methods of determining cheaters in the application, you can have such users marked. Payments made by them will not be taken into account in the statistics.
Blueprint
Code
User's name. Default user profile property.
We strongly recommend not to use this property because it refers to personal data.
Blueprint
--
Code
User's age in years. Default user profile property.
We strongly recommend not to use this property because it refers to personal data.
Blueprint
Code
User's gender. Default user profile property.
We strongly recommend not to use this property because it refers to personal data.
Blueprint
Code
User's e-mail. Default user profile property.
We strongly recommend not to use this property because it refers to personal data.
Blueprint
Code
User's phone. Default user profile property.
We strongly recommend not to use this property because it refers to personal data.
Blueprint
Code
User's photo URL. Default user profile property.
We strongly recommend not to use this property because it refers to personal data.
Blueprint
Code
Each project in devtodev can have up to 30 custom user properties.Here is how you can set properties on the current user profile:
Attention! We strongly recommend that you do not use these properties to transfer and store data that fits the definition of personal data!
Blueprint
Code
Increments the given numeric properties by the given values.
Blueprint
Code
Adds values to a list-valued property. If the property does not currently exist, it will be created with the given list as it's value. If the property exists and is not list-valued, the append will be ignored.
Adds values to a list-valued property only if they are not already present in the list. If the property does not currently exist, it will be created with the given list as it's value. If the property exists and is not list-valued, the union will be ignored.
Removes a property or a list of properties and their values from the current user's profile.
Blueprint
Code
Blueprint
Code
Push Notifications are available only for the supported platforms: iOS, Android, Windows Store/Windows Phone 8.1/10.
To enable Push Notifications you will have to perform the following actions:
Add the application to your space in devtodev system
Android. Get API key from Google APIs Console. It is necessary to activate Google Cloud Messaging for Android before key generation. Detailed information on how to receive an API key you can find in native Android devtodev SDK documentation
iOS. Generate Developer or Production Certificate for the application and get Private key file (.p12) on its basis. Detailed information on how to receive a Private key file you can find in native iOS devtodev SDK documentation
Submit the data to the application settings in devtodev system
Integrate devtodev SDK to the application (see the "SDK integration" to learn more about integrating and initializing devtodev SDK)
Add several lines of the code to switch in the push notification to the SDK
Create a campaign for sending push-notifications in "Push" section
Go to Firebase console and then to your project or create a new one. Here is complete guide on adding your project to Firebase console and enabling Cloud messaging.
Download google-services.json from your Firebase console. Add this file into your project’s Assets folder.
Please do the following to find google-services.json:
Choose your project in the Firebase console
Choose project settings in the Project overview
3. Scroll down to the SDK setup and configuration. Click on the google-services.json
If you want to use both devtodev and Firebase Messaging services at the same time, you need to disable Firebase listener.
Find androidmanifest.xml used in your app. If you don’t use Custom Manifest, you need to create it. Tick the Custom Main Manifest checkbox:
You can read more about the manifest here.
Add the following line to the “Application” section:
You should get something like this:
Build a Windows Store App in Unity. After the app is built, Visual Studio project will be created. Proceed with the following changes.
There is a difference in the implementation of the elements mentioned below for different types of projects:
.NET + D3D: Put the following source in your App class (usually it is an App.cs file) at the end of the ApplicationView_Activated(CoreApplicationView sender, IActivatedEventArgs args) function.
.NET + XAML: Put the following source in your App class (usually it is an App.xaml.cs file) at the end of the OnLaunched(LaunchActivatedEventArgs args) and OnActivated(IActivatedEventArgs args) functions.
IL2CPP + XAML: Put the following source in your App class (usually it is App.xaml.cpp file). Add several lines of code in a generated App.xaml.cpp class. After defining headers:
And at the end of of the App::OnLaunched(LaunchActivatedEventArgs^ e) and App::OnActivated(IActivatedEventArgs^ args) functions.
For Example:
IL2CPP + D3D: Put the following source in your App class (usually it is App.cpp file). Add several lines of code in a generated App.cpp class. After defining headers:
And at the end of of the App::OnActivated(CoreApplicationView^ sender, IActivatedEventArgs^ args) function.
Make sure that these functions are enabled in Package.appmanifest of you project (the flag "Toast capable" is enabled by default for Windows 10+ projects, it is absent in the manifest).
Add the following three Background Tasks in Package.appmanifest:
Entry point for Push Notification tasks type:
Entry points for System Event tasks type:
Build an iOS App in Unity. After the app is built, Xcode project will be created. Proceed with the following changes
Enable push notifications in your Xcode project
The library provides support for iOS 10 notification attachments, such as images, animated gifs, and video. In order to take advantage of this functionality, you will need to create a notification service extension alongside your main application
Create a new iOS target in Xcode (File -> New -> Target) and select the Notification Service Extension type
In Member Center, the Push Notifications service will appear as Configurable (not Enabled) until you create a client SSL certificate
Add devtodevAppExtensions.framework to newly created extension. Make sure that Deployment Target is pointed as iOS 10.0 or higher:
Make sure that field Architectures contains "Standard architectures armv7, arm64" setting both in the project and the extension build settings:
Modify your extension:
Delete all dummy source code for your new extension
Inherit from DTDMediaAttachmentExtension in NotificationService
Use Xcode to enable push notifications in the target’s Capabilities pane:
Enable Background Modes and Remote notifications under the target’s Capabilities section:
Using the graphic interface:
Open the Window/devtodev menu element
Switch Push Notifications tumbler on
If you need to use push token for some aims or to handle the getting of notifications by user, add the GameObject with the following function to the scene:
Using code: Before calling Analytics.Initialize add the following strings:
1. Open PUSH NOTIFICATIONS section and click on the "Add new campaign" button
2. Fill in the campaign name, select an app for delivery 3. Choose a user group to send a message. You can choose an existing segment or create a new one 4. Enter notification details 5. Schedule the delivery 6. That's it!
You can create a campaign only after at least one push token comes from devtodev SDK integrated into your application. Otherwise, the app will not be displayed in the list.
Integration with iOS push notification service
To enable Push Notifications, please perform the following actions:
Add the application to your space in devtodev system
Generate Developer or Production Certificate for the application and get Private key file (.p12) on its basis
Submit the data to the application settings in devtodev system
Integrate devtodev SDK to the application (see the “SDK integration” division to learn more about integrating and initializing devtodev SDK)
Add several lines of the code to switch in the push notification to the SDK
Create a campaign for sending push notifications in “Push Notifications” section
First enable push notifications in your Xcode project.
The library provides support for iOS 10 notification attachments, such as images, animated gifs, and video. In order to take advantage of this functionality, you will need to create a notification service extension alongside your main application.
Create a new iOS target in Xcode (File -> New -> Target) and select the Notification Service Extension type.
In Member Center, the Push Notifications service will appear as Configurable (not Enabled) until you create a client SSL certificate.
Drag the devtodevAppExtensions.framework into your app project.
Modify your extension.
Delete all dummy source code for your new extension
Inherit from DTDMediaAttachmentExtension in NotificationService
Use Xcode to enable push notifications in the target’s Capabilities pane:
Enable Background Modes and Remote notifications under the target’s Capabilities section:
You use Member Center to generate a push notification client SSL certificate that allows your notification server to connect to the APNs. Each App ID is required to have its own client SSL certificate. The client SSL certificate Member Center generates is a universal certificate that allows your app to connect to both the development and production environments.
Only a team agent or admin can generate Apple Push Notification service SSL certificates.
To generate a universal client SSL certificate
In Certificates, Identifiers & Profiles, select Certificates.
Choose an App ID from the App ID pop-up menu, and click Continue. Choose the explicit App ID that matches your bundle ID.
Follow the instructions on the next webpage to create a certificate request on your Mac, and click Continue.
Click Choose File.
Click Generate.
Click Download.
Open "Keychain access" application
If the certificate hasn't been added to keychain access yet, choose "File" → "Import". Find the certificate file (CER-file) provided by Apple
Choose "Keys" section in "Keychain access" application
Choose a personal key associated with your iPhone developer certificate. Personal key is identified by open certificate associated with it "iPhone developer: ". Choose "File" → Export objects. Save key as .p12
You'll be suggested to create a password which is used when you need to import the key to another computer
Convert Apple certificate file to the PEM-file. Start following command-line operation from bin catalog OpenSSL.
Convert personal key from Mac OS keychain to the PEM-key:
Now you are able to create P12-file using PEM-key and iPhone developer certificate:
If you are using key from Mac OS keychain then choose PEM-version created in the previous step. Otherwise, you can use OpenSSL key for Windows OS.
Upload the .p12-file into Integration section of application settings panel (Settings -> Push Notifications):
After the certificate has been generated you can start to integrate Push SDK into your app.
1. Open the "Capabilities" tab in the XCode. Switch "Push Notifications" and "Background Modes" to ON. In "Background Modes" check "Remote notifications".
2. Add the following strings to the AppDelegate class:
If you are using iOS 12 or above, you can specify custom options for notification settings:
3. Open "Build Settings", find the parameter "Other Linker Flags", then add 2 flags: -ObjC and -lc++
4. Compile and run the app. You will need a device because the simulator does not support push notifications. Xcode will automatically choose a new provisioning profile. If an error occurred during the launch make sure that there is a correct profile set in the Code Signing Identity. You'll be asked to confirm push notifications. An app will request permission only once, if user confirms it - notifications will be accepted otherwise he won't get any push messages from your app. Users can change it in device settings.
1. Open PUSH NOTIFICATIONS section and click on the "Add new campaign" button
2. Fill in the campaign name
You can create a campaign only after at least one push token comes from devtodev SDK integrated into your application. Otherwise, the app will not be displayed in the list.
3. Choose a user group to send a message. You can choose an existing segment or create a new one
4. Enter notification details
5. Test push notification (or skip this step)
6. Confirm push gateway
7. Schedule the delivery
8. That's it!
Integration of push notifications on Windows 8.1 and Windows 10
To enable Push Notifications you will have to perform the following actions:
Add the application to your space in devtodev system
Activate Windows Messaging Service ang get SID and Client Secret values
Add SID and Client Secret to the application integration settings in devtodev system
Integrate devtodev SDK to the application (see the "SDK integration" section to learn more how to integrate and initialize devtodev SDK)
Add several lines of the code to switch on the push notification in the SDK
Create a campaign for sending push notifications in "Push" section
Go to the application settings in your Windows Store dashboard
Open Push Notifications submenu in Services menu
Go to Live Services site:
"Package SID" and "Client secret" will be your SID and Client Secret strings respectively
Integrate devtodev SDK to your project. Even if you don't need devtodev analytics in your app, you should call DevToDev.SDK.Initialize(string appKey, string appSecret).
Add the following source after DevToDev.SDK.Initialize(string appKey, string appSecret) is called:
The PushType can have one of the following values:
The control of the current value of a badge. When an app is launched the current value of a badge is reset to zero by default. In order to disable automatic resetting to zero and manually control the value of a badge use the following methods:
Attention! There is a difference in the implementation of the elements mentioned below for Windows 8.1+ and Windows 10+ projects.
Windows 8.1+: Put the following source in your Application class (usually it is App.xaml.cs file) at the end of the OnLaunched(LaunchActivatedEventArgs e) function. For Example:
Windows 10+: Put the following source in your Application class (usually it is App.xaml.cs file) at the end of the OnLaunched(LaunchActivatedEventArgs e) and OnActivated(IActivatedEventArgs args) functions. For Example:
1. Proceed to Settings of your app.
2. Go to PUSH NOTIFICATIONS page in Settings and insert the previously received Package SID and Client secret to appropriate fields in Push notifications section.
3. If the Package SID and Client secret are correct, you will see the following result:
Open PUSH NOTIFICATION section and click on "Add new campaign" button
Fill in campaign name, select an app for delivery*
Choose the user group to send a message. You can choose existing segment or create a new one
Enter toast or tile details
Schedule the delivery
That's it!
*Attention! You can create a campaign only after at least one push token comes from devtodev SDK integrated to your application. Otherwise the app will not be displayed in the list.
Integration of push notification on UE4
Add the application to your space in devtodev system
Android. Get API key from Google APIs Console. It is nessesary to activate Google Cloud Messaging for Android before key generation. Detailed information on how to receive an API key you can find in native Android devtodev SDK documentation
iOS. Generate Developer or Production Certificate for the application and get Private key file (.p12) on its basis. Detailed information on how to receive a Private key file you can find in native iOS devtodev SDK documentation
Submit the data to the application settings in devtodev system
Integrate devtodev SDK to the application (see the "SDK integration" division to learn more about integrating and initializing devtodev SDK)
Set Push Notification Enabled in blueprint.
Create a campaign for sending push notifications in "Push" section
Set Push Notification Enabled in blueprint.
Open PUSH NOTIFICATIONS section and click on "Add new campaign" button
Fill in campaign name, select an app for delivery*
Choose user group to send a message. You can choose existing segment or create a new one
Enter notification details
Schedule the delivery
That's it!
You can create a campaign only after at least one push token comes from devtodev SDK integrated to your application. Otherwise the app will not be displayed in the list.
You must also associate your application with the Windows Store app (otherwise push notifications will not be delivered). Open "Store->Associate App with the Store" menu, login with your Live ID and pick the appropriate application form the list. A file Package.StoreAssociation.xml will be added into the Project.
Click the Add button (+) in the upper-right corner.
Under Production, select the “Apple Push Notification service SSL (Sandbox & Production)” checkbox, and click Continue.
In the dialog that appears, select the certificate request file (with a .certSigningRequest extension), and click Choose.
Make sure that these functions are enabled in Package.appmanifest of you project (the flag "Toast capable" is enabled by default for Windows 10+ projects, it is absent in the manifest).
Add the following two Background Tasks in Package.appmanifest:
Keep in mind that your application must be built with the same Windows Store preferences you used in Chapter 3.2. In the "Create App Packages" window you have to log in with your Live ID and pick the appropriate application form the list. A file Package.StoreAssociation.xml will be added into the Project.
Field
Type
Description
User Id
FString
Unique cross-platform user id
Field
Type
Description
From
FString
Current user Id
To
FString
New user Id
Field
Type
Description
Level
int32
Current user level
Field
Type
Description
isCheater
bool
True if user is a cheater
Field
Type
Description
Name
FString
User's name
Field
Type
Description
Age
int32
User's age in years
Field
Type
Description
Gender
FString
User's gender ('male', 'female', 'unknown')
Field
Type
Description
FString
User's e-mail
Field
Type
Description
Phone
FString
User's phone
Field
Type
Description
Photo
FString
User's photo URL.
Field
Type
Description
Attributes
TArray<FAnalyticsEventAttr>
Key-value array to set custom property, where key is a user property name, value is a property value
Field
Type
Description
Attributes
TArray<FAnalyticsEventAttr>
Key-value array, where key is a user property name, value is increment step
Field
Type
Description
Attributes
TArray<FString>
An array of property names to be removed.