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On this page
  • SDK setup requirements
  • Installing the Unity SDK
  • Initializing the RudderStack client
  • Configuring your RudderStack client
  • Self-hosted control plane
  • Identify
  • Overriding anonymousId using setAnonymousId
  • Track
  • Screen
  • Reset
  • Upgrading the SDK
  • Advertisement ID
  • Tracking application lifecycle events on the Android platform
  • Triggering Application Updated lifecycle event
  • Contact us

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Unity

Detailed technical documentation on the RudderStack Unity SDK to send event data from your games to various destinations.

PreviousRustNextSDK FAQs

Last updated 3 years ago

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The RudderStack Unity SDK is a wrapper for the RudderStack and and is used for tracking game event data. After integrating this SDK with your game, you will be able to track your game event data and send it to your specified destinations via RudderStack.

Check the to get a more hands-on understanding of the SDK.

SDK setup requirements

To configure the Unity SDK, you will need the following:

  • You will need to set up a .

  • Once signed up, set up a Unity source in the dashboard. For more information, follow . You should then see a Write Key for this source, as shown below:

  • You will also need a data plane URL. Follow for more information on the data plane URL and where to get it.

  • Finally, you will need the .

Installing the Unity SDK

Follow these steps to integrate the RudderStack Unity SDK with your project:

  • Download rudder-sdk-unity.unitypackage from our .

  • Import the downloaded package to your project. From the Assets menu, go to Import Package - Custom Package... as shown:

  • Select rudder-sdk-unity.unitypackage from the downloaded location and click on Open, as shown:

  • Click on Import in the import popup as shown:

Initializing the RudderStack client

To initialize the RudderStack client, follow these steps:

  • Add the import to all the files where you wish to use RudderClient .

using RudderStack;
  • Then, add the following code in the Awake method of your main GameObject Script:

// Critical for iOS Applications where multiple components are using SQLite
// This has no effect for Android, but can be added as a safety check
RudderClient.SerializeSqlite();

// Build your config
RudderConfigBuilder configBuilder = new RudderConfigBuilder()
    .WithDataPlaneUrl(DATA_PLANE_URL);
    .WithLogLevel(RudderLogLevel.VERBOSE)

// get instance for RudderClient
RudderClient rudderClient = RudderClient.GetInstance(
    WRITE_KEY,
    configBuilder.Build()
);

If you are building an iOS project, RudderClient.SerializeSqlite() is important to handle races with SQLite.

Configuring your RudderStack client

You can configure your client based on the following parameters using RudderConfigBuilder:

Parameter
Type
Description
Default value

logLevel

Integer

Controls how much of the log you want to see from the SDK.

RudderLogLevel.INFO

dataPlaneUrl

String

Your data plane URL.

https://hosted.rudderlabs.com

flushQueueSize

Integer

Number of events in a batch request to the RudderStack server.

30

dbThresholdCount

Integer

Number of events to be saved in the SQLite database. Once the limit is reached, older events are deleted from the database.

10000

sleepcount

Integer

Minimum waiting time to flush the events to the RudderStack server. The minimum value can be set to 1 second.

10 seconds

configRefreshInterval

Integer

The SDK will fetch the config from dashboard after the specified time.

2 hours

trackLifecycleEvents

Boolean

Determines if the SDK will automatically capture the application lifecycle events.

true

recordScreenViews

Boolean

Determines if the SDK will automatically capture the screen view events.

false

autoCollectAdvertId

Boolean

Determines if the SDK will collect the advertisement ID.

false

controlPlaneUrl

String

Self-hosted control plane

Identify

The Unity SDK captures the deviceId and uses that as the anonymousId for identifying the user. This helps in tracking the users across the application installation. To attach more information to the user, you can use the identify method. Once the SDK identifies the user, it persists and passes the user information to the subsequent calls.

To reset the user identification, you can use the reset method.

RudderStack provides some pre-defined APIs for building the RudderTraits object like PutEmail(), PutAge(), etc. These APIs can be used to set the values of the standard traits by directly passing them as parameters.

For the custom traits which do not have any pre-defined API, you can use the Put() method and pass a key-value pair of the trait, as shown in the sample identify event below:

RudderMessage identifyMessage = new RudderMessageBuilder().Build();
RudderTraits traits = new RudderTraits();
//pre-defined API's for inserting standard traits
traits.PutEmail("alex@example.com");
traits.PutAge("40");
//Put API to insert custom traits
traits.Put("location", "New Orleans");
traits.Put("gender", "Male");
traits.Put("consent", "Granted");
rudderClient.Identify("some_user_id", traits, identifyMessage);

Overriding anonymousId using setAnonymousId

You can explicitly set the anonymousId for all the future events using the setAnonymousId() method, as shown:

rudderClient.setAnonymousId("anonymousID1");

Track

You can record the users' in-game activity through the track method. Every user action is called an event.

A sample track event is as shown:

// create event properties
Dictionary<string, object> eventProperties = new Dictionary<string, object>();
eventProperties.Add("test_key_1", "test_value_1");
eventProperties.Add("test_key_2", "test_value_2");

// create user properties
Dictionary<string, object> userProperties = new Dictionary<string, object>();
userProperties.Add("test_u_key_1", "test_u_value_1");
userProperties.Add("test_u_key_2", "test_u_value_2");

// create message to track
RudderMessageBuilder builder = new RudderMessageBuilder();
builder.WithEventName("test_event_name");
builder.WithUserId("test_user_id");
builder.WithEventProperties(eventProperties);
builder.WithUserProperties(userProperties);

rudderClient.Track(builder.Build());
// create message to track
RudderMessageBuilder builder = new RudderMessageBuilder();
builder.WithEventName("test_event_name");
builder.WithUserId("test_user_id");
builder.WithEventProperty("foo", "bar");
builder.WithUserProperty("foo1", "bar1");

rudderClient.Track(builder.Build());

Screen

The screen call lets you record the user activities on their mobile screen with any additional relevant information about the viewed screen.

A sample screen event is as shown:

// create screen properties
Dictionary < string, object > screenProperties = new Dictionary < string, object > ();
screenProperties.Add("key_1", "value_1");
screenProperties.Add("key_2", "value_2");

RudderMessageBuilder screenBuilder = new RudderMessageBuilder();
screenBuilder.WithEventName("Home Screen");
screenBuilder.WithEventProperties(screenProperties);
rudderClient.Screen(screenBuilder.Build());

Reset

The reset method clears all the persisted traits of the previously identified user.

rudderClient.Reset();

Upgrading the SDK

To upgrade the SDK, remove all the files related to the SDK from the Plugins folder. Also, remove the Rudder folder completely before importing a newer version of the SDK.

You can find the following files in the Plugins folder for the SDK:

  • Plugins/Android/unity-plugin-release.aar

  • Plugins/iOS/RudderSDKUnity

Advertisement ID

RudderConfigBuilder configBuilder = new RudderConfigBuilder()
    .WithDataPlaneUrl(DATA_PLANE_URL);
    .WithLogLevel(RudderLogLevel.VERBOSE)
    .withAutoCollectAdvertId(true);

Tracking application lifecycle events on the Android platform

RudderConfig config = new RudderConfigBuilder()
  .WithTrackLifecycleEvents(false)

To track the application life cycle events on the Android platform, you need to add the RudderPreferbs.prefab file from the path Assets/Rudder/RudderPreferbs.prefab to every scene in your Unity app. Also, ensure that the RudderPreferbs.prefab is linked to the RudderClient.cs script.

Hence, when an application is brought to focus, an Application Opened event is sent, and when the application is moved out of focus, an Application Backgrounded event is sent. So, these events might be triggered even before the RudderStack SDK gets initialized to create the actions and execute them once the SDK is initialized.

Triggering Application Updated lifecycle event

The following requirements must be met to ensure that the Application Updated lifecycle event is triggered:

  • For iOS: Make sure the Bundle version in the Info.plist file of your application is incremented. If the Bundle version of your target points to the Bundle version of your project, then increment it.

  • For Android: Make sure the versionCode in the defaultConfig object nested in the android object of your app's build.gradle is incremented.

Contact us

Change this parameter only if you are self-hosting the control plane. Check the section below for more information. The SDK will add /sourceConfig along with this URL to fetch the source configuration.

If you are using a device mode destination like Adjust, Firebase, etc., the Unity SDK needs to fetch the required configuration from the control plane. If you are using the utility to host your own Control Plane, then specify controlPlaneUrl in your RudderConfigBuilder that points to your hosted source configuration file.

You should not pass the controlPlaneUrl parameter during the SDK initialization if you are using the . This parameter is supported only if you are using the open source utility to self-host your control plane.

RudderStack collects the advertisement ID only if withAutoCollectAdvertId is explicitly set to true during the , as shown:

The Unity SDK automatically tracks the to get insights into the app metrics like installs, opens, updates, etc. However, you can disable the automatic tracking by setting the withTrackLifecycleEvents parameter to false, as shown:

The Unity SDK depends on the lifecycle method onApplicationFocus of the to determine the Application Opened and Application Backgrounded events on the Android platform.

Refer to the guide for more information.

For queries on any of the sections covered in this guide, you can or start a conversation in our community.

If you come across any issues while using the Unity SDK, you can also open a new issue on our .

Control Plane Lite
RudderStack Cloud dashboard
Control Plane Lite
Application Lifecycle Events
MonoBehaviour class
Application Lifecycle Events Specification
contact us
Slack
GitHub Issues page
SDK initialization
https://api.rudderlabs.com
Self-hosted control plane
Android SDK
iOS SDK
GitHub codebase
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this guide
this section
Unity development kit
GitHub repository
Selecting the Unity package for integration
Importing the Unity package
Unity source write key
Importing the downloaded package