Unity Sdk

by deltaDNA

Add support for deltaDNA's platform to your Unity games.

( Updated 19 minutes ago )

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deltaDNA Analytics and SmartAds Unity SDK

The repository contains the sources for both the analytics and SmartAds SDKs. They are packaged into separate unitypackages for easy installation. The analytics can be installed independently, but the SmartAds depends on the analytics. The unitypackages can be downloaded directly from GitHub by clicking the filename and then view raw. Import into Unity with Assets->Import Package->Custom Package.

The analytics SDK is supported in both Unity 4 and Unity 5, whereas SmartAds is only supported in Unity 5.



Our analytics SDK is written entirely in Unity with no native code requirements. Out of the box it runs on any platform that Unity supports. The easiest way to get started is to download the deltadna-sdk-*.unitypackage from this repository, and import into your Unity project.

Quick Start

For all the information on how to use the analytics SDK, refer to our documentation portal.

Checkout the example in Assets\DeltaDNA\Example to see how to use the SDK. At a minimum you will want to set the Client Version and start the SDK from a custom MonoBehaviour.

DDNA.Instance.ClientVersion = "1.0.0";

On the first run this will create new user id and send a newPlayer event. On every call it will send a gameStarted and clientDevice event.

Custom Events

You can easily record custom events by using the GameEvent class. Create a GameEvent with the name of your event schema. Call AddParam to add custom event parameters to the event. For example:

var gameEvent = new GameEvent("myEvent")
    .AddParam("option", "sword")
    .AddParam("action", "sell");



Change the behaviour of the game with an Engagement. For example:

var engagement = new Engagement("gameLoaded")
    .AddParam("userLevel", 4)
    .AddParam("experience", 1000)
    .AddParam("missionName", "Disco Volante");

DDNA.Instance.RequestEngagement(engagement, (response) =>
    // Response is a Dictionary<string, object> of key-values returned from Engage.  
    // It will be empty if no matching campaign was found or an error occurred.

If you need more control over the response from Engage use DDNA.Instance.RequestEngagement(Engagement engagement, Action<Engagement> onCompleted, Action<Exception> onError). This calls the onCompleted callback with the Engagement containing the response from Engage. You can also handle if any errors occur. With this method it is possible to optionally create an ImageMessage if the Engagement supports it. For example:

var engagement = new Engagement("imageMessage")
    .AddParam("userLevel", 4)
    .AddParam("experience", 1000)
    .AddParam("missionName", "Disco Volante");

DDNA.Instance.RequestEngagement(engagement, (response) => {

    ImageMessage imageMessage = ImageMessage.Create(response);

    // Check we got an engagement with a valid image message.
    if (imageMessage != null) {   
        imageMessage.OnDidReceiveResources += () => {
            // Can show once we've got the resources.
        // Download the image message resources.
    else {
        // Engage didn't return an image message.
}, (exception) => {
    Debug.Log("Engage reported an error: "+exception.Message);


Integrating SmartAds into your Unity project requires native code extensions which we supply separately. More information on how to access our SmartAds platform is here. To add the Unity extensions download and import the deltadna-smartads-*.unitypackage. We support iOS and Android platforms.


The quickest way to learn how to use SmartAds is to checkout out the example scene in Assets\DeltaDNAAds\Example. The AdsDemo class shows how to use both interstitial and rewarded ads. Support for SmartAds is enabled by calling RegisterForAds. This must be called after starting the analytics SDK. The DDNASmartAds class defines a number of events which you can register callbacks with to be notified when an ad has opened or closed.

Start the analytics SDK.

DDNA.Instance.ClientVersion = "1.0.0";

Register for ads.


If everything went well the SmartAds service will start fetching ads in the background. The DDNASmartAds class provides the following delegates to report if the service was successfully configured:

  • OnDidRegisterForInterstitialAds - Called when interstitial ads have been successfully configured.
  • OnDidFailToRegisterForInterstitialAds - Called if interstitial ads can't be configured for some reason.
  • OnDidRegisterForRewardedAds - Called when rewarded ads have successfully been configured.
  • OnDidFailToRegisterForRewardedAds - Called when rewarded ads can't be configured for some reason.

Create an Interstitial Ad

An interstitial ad is a fullscreen popup that the player can dismiss from a close button. In order to show an interstitial ad, try to create an InterstitialAd and then show it.

var interstitialAd = InterstitialAd.Create();
if (interstitialAd != null) {

Create checks that the game has permission to show an ad at this point. It checks that an ad has loaded, that the number of ads for this session hasn't been exceeded and that it's not too soon since the last ad was shown. If a non null object is returned you are allowed to show an ad. This allows you to easily control the number and frequency of ads shown to your players from our platform.

The following events can be added to an InterstitialAd:

  • OnInterstitialAdOpened - Called when the ad is showing on screen.
  • OnInterstitialAdFailedToOpen - Called if the ad fails to open for some reason.
  • OnInterstitialAdClosed - Called when the ad has been closed.

Create a Rewarded Ad

A rewarded ad is a short video, typically 30 seconds in length that the player must watch before being able to dismiss. To show a rewarded ad, try to create a RewardedAd and then show it.

var rewardedAd = RewardedAd.Create();
if (rewardedAd != null) {

As with InterstitialAd the Create method will only return an object if you're allowed to show a rewarded ad and there is one available to show at this point. So, for example if you get a non null object you can present a UI to the player that offers them a rewarded ad to watch.

The following events can be added to a RewardedAd:

  • OnRewardedAdOpened - Called when the ad is showing on screen.
  • OnRewardedAdFailedToOpen - Called if the ad fails to open for some reason.
  • OnRewardedAdClosed - Called when the ad is finished. A boolean reward flag indicates if the ad was watched enough that you can reward the player.

Working with Engage

To fully take advantage of deltaDNA's SmartAds you want to work with our Engage service. The game can ask Engage if it should show an ad for this particular player. Engage will tailor its response according to which campaigns are running and which segment this player is in. You try to create an ad from an Engagement object, it will only succeed if the Engage response allows it and the session, time and loaded constraints are satisfied. We can also add additional parameters into the Engage response which the game can use, perhaps to customise the reward for this player.

var engagement = new Engagement("showRewarded");

DDNA.Instance.RequestEngagement(engagement, response => {

    var rewardedAd = RewardedAd.Create(response);

    if (rewardedAd != null) {

        // See what reward is being offered
        if (rewardedAd.Parameters.ContainsKey("rewardAmount")) {
            int rewardAmount = System.Convert.ToInt32(rewardedAd.Parameters["rewardAmount"]);

            // Present offer to player...

            // If they choose to watch the add

}, exception => {
    Debug.Log("Engage encountered an error: "+exception.Message);

Checkout the included example project for more details.

Legacy Interface

Prior to the inclusion of the InterstitialAd and RewardedAd classes you could show ads directly from the DDNASmartAds object. This still works since this is what the ad classes use, but it's preferred to use the separate classes.

You can test if an interstitial ad has loaded with DDNASmartAds.Instance.IsInterstitialAdAvailable(). Show an interstitial ad by calling DDNASmartAds.Instance.ShowInterstitialAd(). You can test if a rewarded ad has loaded with DDNASmartAds.Instance.IsRewardedAdAvailable(). Show a rewarded ad by calling DDNASmartAds.Instance.ShowRewardedAd(). These calls don't tell you in advance if showing the ad will fail because of session and time limits, another reason why we recommend using the InterstitialAd and RewardedAd classes.

The additional show methods that use Decision Points are now deprecated, since they hide what Engage is returning which prevents you from controlling if and when to show the ad in your game.


Callbacks can be added to the following events to be notified when an ad has opened or closed.

  • OnDidRegisterForInterstitialAds - Called when you have successfully enabled interstitial ads for your game.
  • OnDidFailToRegisterForInterstitialAds - Called if interstitial ads are unavailable for some reason. A string parameter reports a possible error.
  • OnInterstitialAdOpened - Called when an interstitial ad is shown on screen. Prefer InterstitialAd.OnInterstitialAdOpened.
  • OnInterstitialAdFailedToOpen - Called if an interstitial ad fails to show. Prefer InterstitialAd.OnInterstitialAdFailedToOpen.
  • OnInterstitialAdClosed - Called when the user has closed an interstitial ad. Prefer InterstitialAd.OnInterstitialAdClosed.
  • OnDidRegisterForRewardedAds - Called when you have successfully enabled rewarded ads for your game.
  • OnDidFailToRegisterForRewardedAds - Called if rewarded ads are unavailable for some reason. A string parameter reports a possible error.
  • OnRewardedAdOpened - Called when a rewarded ad is shown on screen. Prefer RewardedAd.OnRewardedAdOpened.
  • OnRewardedAdFailedToOpen - Called if a rewarded ad fails to show. Prefer RewardedAd.OnRewardedAdFailedToOpen.
  • OnRewardedAdClosed - Called when the user had closed a rewarded ad. A boolean parameter indicates if the user had watched enough of the ad to be rewarded. See RewardedAd.OnRewardedAdClosed.

iOS Integration

Push Notifications

To support iOS push notifications you need to call IosNotifications.RegisterForPushNotifications(). This uses Unity's NotificationServices to request a push token and then reports it back to us in a notificationServices event. You will also need to enter the game's associated APNs certificate into our platform.

We record if your game was started by the player clicking on a push notification. However to make this work properly the DDNA game object has to be loaded early on in the scene which the game launches with. This can be achieved by adding a delegate to OnDidLaunchWithPushNotification in the Awake method of a game object that manages the SDK.

SmartAds on iOS

We use CocoaPods to install our SmartAds library plus the 3rd party ad network libraries. The included Podfile will add our iOS SmartAds Pod to your XCode project along with all the ad networks we support. A post process build hook prepares the XCode project Unity generates to support CocoaPods and adds the Podfile to the iOS build directory. It then runs pod install to download the dependencies and create the Unity-iPhone.xcworkspace. You will need to open the workspace file since Unity doesn't know about this. Clicking build and run is therefore not supported.

To select which ad networks should be included in the game select DeltaDNA from the Unity menu bar, navigate to SmartAds -> Select Networks, which will open a tab with the settings. The ad networks can now be selected or deselected, and clicking Apply will persist the changes.

If you make changes to the enabled networks the changes to the Podfile should be committed to version control.


The latest versions of Unity cause conflict with Unity's internal UnityAds plugin. An error can occur when the PostBuildProcess methods are run. I've resolved this by having the pod install process run last. You may need to change the order of the PostBuildProcess if your game includes multiple libraries using PostProcessBuild calls.

Android Integration

Push Notifications

In order to use push notifications on Android you will need to add an AndroidManifest.xml to your project under Assets/Plugins/Android in order to register broadcast receivers and services for your game. You can take a look here for an example configuration which has been made to work with the example packaged in the SDK. Please take a look at the integration section for push notifications, which is also relevant to the Analytics Unity SDK on Android, containing integration steps with more details.

The style of the push notifications can be changed by overriding the behaviour of the library. Instructions on how to do this can be found here.

The SDK already pre-packages some dependencies for Google Play Services under Assets\DeltaDNA\Plugins\Android for push notifications (as well as SmartAds). If you would like to use your own version of Play Services, then you should remove the dependencies (ie play-services-base-7.8.0.aar, play-services-gcm-7.8.0.aar, etc) in order to avoid duplicate class definition errors during the build stage. Please note that we cannot guarantee other versions of Google Play Services than 7.8.0 to work correctly with our SDK.

In case of using other services for push notifications together with DeltaDNA you should make sure that each service uses its own sender ID. This will ensure that the notification handlers will only handle push notifications coming from their own service.

If you do not wish to use push notifications on Android then you can remove the files from the Assets\DeltaDNA\Plugins\Android folder and the customised AndroidManifest.xml to decrease the APK size of your game.

SmartAds on Android

As with SmartAds on iOS the same settings from DeltaDNA -> SmartAds -> Select Networks can be used to select which networks should be used. After applying the changes the SDK will automatically download the ad network libraries from a Maven repository.

The Android libraries can also be downloaded from the DeltaDNA -> SmartAds -> Android -> Download Libraries menu item. We recommend doing this after updating the DeltaDNA SDK, or after pulling changes from version control. The SDK will automatically try to detect when the downloaded libraries may be stale and will show a warning in the Editor console.

If you make changes to the enabled networks the changes to the build.gradle file should be committed to version control.

In order for the menu items to work you will need to have the Android SDK installed and setup for your Unity project. From the Android SDK you will need to have a version of build-tools and an SDK platform installed, as well as recent versions of the Android Support Repository and Google Repository.


The permissions which the Android libraries request can be overriden through the use of the Android manifest merger. For example, if you would like to remove the maxSdkVersion attribute for the WRITE_EXTERNAL_STORAGE permission then you can specify the following in your manifest file:



Version 4.2

Configuring which networks should be used for SmartAds has been changed by adding menu items to the Unity Editor, which removes some of the error-prone manual steps. For Android there's no longer the need to have Python installed or set the Android SDK directory in order to download the library dependencies, as the menu item for this task will take care of the steps. If you make changes to the selected networks you will need to commit the changes made to the build.gradle and/or Podfile to your version control, in order for the rest of your team to use the changes.

Since we've had to change how the SmartAds networks are defined you may need to look over the selected networks in case you had previously removed any of them for your project.


The sources are available under the Apache 2.0 license.