Window
→ Package Manager
, then select Advanced Project Settings
from the gear menu. Now add the JustTrack Package Registry to your game:Packages: My Registries
in the drop-down menu, select the JustTrack SDK
and install it into your game. Use the latest available version if possible.Packages/manifest.json
. Afterwards, your manifest.json
should look like this:Packages/JustTrack SDK/Prefabs
and add the JustTrackSDK
prefab to your initial scene.prod-f067440a10b63a5f49d5d9cfa1f98770bd6a329abad730bc2533789b85a124a7
prod-c6654a0ae88b2f21111b9d69b4539fb1186de983f0ad826f0febaf28e3e3b7ed
as the API token.OnAttributionResponse
callback to be notified about the attribution. Keep in mind that the callback can also be called if a user is attributed to a retargeting campaign.attribution
variable will be an instance of the AttributionResponse
class. It looks like this:event_name
to the backend:EventDetails
class allows you to amend an event with a category, an element, and an action. On the dashboard you can then filter for all events with, e.g., a specific category, looking at multiple connected events at the same time. The CustomUserEvent
class allows you to amend your events with up to three custom dimensions as well as a value and a unit. The custom dimensions allow you to split events on the dashboard again by some criterium. For example, in a game a player might acquire an item. You could be interested in the rarity of each item acquired, e.g., to see how many users acquire a rare item on their first day (as the dashboard allows you to look at different cohorts of users):elementName
and elementId
. Standard events accept additional dimensions next to the three custom dimensions you can use on custom user events. For the ProgressionLevelFinishEvent
these are elementName
and elementId
, which you can (but don't have to) use to record about which level you are actually talking. Thus, a call could look like this (hardcoding the arguments for simplicity):LoginProviderauthorizationFinishEvent
is a standard event which can provide a duration, too). Instead, the JustTrack SDK is already measuring the duration for us and will provide it automatically.ProgressionLevelStartEvent
and ProgressionQuestStartEvent
. The tracking ends once you trigger a ProgressionLevelFinishEvent
or ProgressionLevelFailEvent
for levels and a ProgressionQuestFinishEvent
or ProgressionQuestFailEvent
for quests. These events are then automatically modified to also carry the total time the user spend with the game open on his device.JustTrack.JustTrackSDKBehaviour.IronSourceInitialized
to check if IronSource already has been initialized or use JustTrack.
to schedule a callback once it has been initialized (the callback is also invoked should IronSource already have been initialized, you do not need check for that yourself prior to this. The callback is always asynchrounously called on the main thread).JustTrackSDK.PublishFirebaseAppInstanceId(firebaseAppInstanceId)
, but of course this requires you to add additional boilerplate code to your app or game.PublishFirebaseAppInstanceId
with the correct value for you on Android as well as iOS.proguard-rules.pro
file:SKAdNetwork.registerAppForAdNetworkAttribution
upon startup. This will cause the device to send a postback describing the attribution of the app after 24 to 48 hours. The SDK also registers the JustTrack backend as the receiver for the copy of the postback for the advertised app (iOS 15+).NSUserTrackingUsageDescription
property in your Info.plist
file (see also https://developer.apple.com/documentation/bundleresources/information_property_list/nsusertrackingusagedescription). If you instead set "Ignore Empty Tracking Description" the JustTrack SDK assumes you already provide that setting somewhere else and does no longer warn about the missing description.JustTrackSDK.OnTrackingAuthorization
to be notified about the decision of the user: