Unity

The RudderStack Unity SDK is a wrapper for the RudderStack Android SDK and iOS SDK 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 GitHub codebase 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 RudderStack account.
  • Once signed up, set up a Unity source in the dashboard. For more information, follow this guide. You should then see a Write Key for this source, as shown below:
Unity source write key
  • You will also need a data plane URL. Follow this section for more information on the data plane URL and where to get it.

  • Finally, you will need the Unity development kit.

Installing the Unity SDK

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

  • Download rudder-sdk-unity.unitypackage from our GitHub repository.
  • Import the downloaded package to your project. From the Assets menu, go to Import Package - Custom Package... as shown:
Importing the downloaded package
  • Select rudder-sdk-unity.unitypackage from the downloaded location and click on Open, as shown:
Selecting the Unity package for integration
  • Click on Import in the import popup as shown:
Importing the Unity package

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.

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.

A sample identify event is as shown:

RudderMessage identifyMessage = new RudderMessageBuilder().Build();
RudderTraits traits = new RudderTraits().PutEmail("some@example.com");
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

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

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

Contact us

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

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