KIDOZ Unity SDK Example by Kidoz-SDK - 1

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Unknown VersionUnknown LicenseUpdated 142 days agoCreated on October 11th, 2015
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KIDOZ Unity SDK Sample App

KIDOZ Android SDK Version: 8.9.2 KIDOZ iOS SDK Version: 8.9.0

Here you can get the Kidoz Unity plugin and a sample app for Unity. See integration instructions and additional information bellow.

This SDK version was verified not to contain the Advertiser Identifier (IDFA) as required by Apple App Store regulation for apps of Kids category.

Note: Since version on Android it’s possible to use both Interstitial and Rewarded Video in your app. Note: Since version 1.3.0 on iOS Banner was added . Note: Kidoz.SetiOSAppPauseOnBackground(Boolean) method was added to pause iOS apps and music when displaying Interstitial and Rewarded ads.

For Android this SDK version supports secured https protocol only and will resolve Google Play Security alert of Webview that is vulnerable to JavaScript interface injection. Note that only secured external and internal events are supported from this version.

Note: Build with Unity 2017.4.39f1 Version

Note: Unity 5.6 & Unity 5.6.1 contain changes to their drawing design blocking some view methods from working effectively. At the moment, on these versions please only use our Interstitial & Rewarded ad units. Starting from Unity 5.6.2 all of our widgets work as expected.

Due to new regulation by Google Play Design for Family policy , all references to YouTube were removed from the SDK.


This Unity application project provides an example of the KIDOZ SDK integration.

The example application contains the following creative tools:

Recommended units:

  • KIDOZ Panel view Panel View (Android only and will be deprecated by Dec 2019))
  • KIDOZ Interstitial view Rewarded View (Android and iOS)
  • KIDOZ Interstitial view Interstitial View (Android and iOS)
  • KIDOZ Banner Banner (Android and iOS)

*Note that you need to select either Interstital OR Rewarded during application lifetime.

Removed units:

  • KIDOZ Feed view content tool - the Feed View
  • KIDOZ Flexi view Flexi View

Running the sample app

  1. Clone (or Download) the Unity project (download button located on the right) and unzip the downloaded .zip file
  2. Launch Unity, click File --> Open Project --> Open, navigate to unzipped project directory, select the whole directory and click OK
  3. In the Assets tab click on the FirstScene (See printscreen below)

  4. Go to File --> Build Settings... , in the opened menu select Android and click Switch Platform
  5. To run the SDK Sample App go to File --> Build & Run

KIDOZ SDK - Getting Started

  1. Import the KidozSDK Unity package. Assets --> Import Package --> Custom Package --> select the extracted KidozSDK package.
  2. In the import window select all components. A new Prefabs object named KidozObject will appear in the Assets folder.
  3. Open your requested Scene.
  4. Drag the KidozObject into the selected scene.
  5. Select the KidozObject and enter your Publisher ID and Security Token
  6. If you’re having issues with the ‘KidozObject’ you can open the SampleScene by double clicking it instead.

Note: When compiling for iOS please add the following frameworks: libsqlite3.tbd, webkit.framework

Using the SDK

  1. Select your relevant script file.
  2. Add using KidozSDK; in the using section of your code.
  3. Create two listeners with the following signature
    void functionName(String)
    One for Feed open and one for Feed close.
  4. Connect the two listeners function you created to Kidoz.viewOpened and to Kidoz.viewClosed
  5. Create two listeners with the following signature
    void functionName(string) for movie open and movie close
  6. Connect the above listeners to Kidoz.playerOpen and Kidoz.playerClose

General Events

The following general events are important if you wish to follow the SDK’s initialization state: Kidoz.initSuccess += onKidozInitSuccess; Kidoz.initError += onKidozInitError;

KIDOZ Banner (Android And iOS)

To load a banner ad:

Kidoz.loadBanner (<AUTO_SHOW>, <BANNER_POSITION>);
AUTO_SHOW - Should banner be shown as soon as it finishes loading

The banner can be placed on one of six sides of the activity screen with BANNER_POSITION - TOP_CENTER, BOTTOM_CENTER ,TOP_LEFT ,TOP_RIGHT ,BOTTOM_LEFT ,BOTTOM_RIGHT.

To show a non-autoShow banner:

Kidoz.showBanner ();

To hide a visible banner:

Kidoz.hideBanner ();

To change banner position:


Delegate callbacks:

Kidoz.bannerReady += <bannerReady Callback>;
Kidoz.bannerClose += <bannerClose Callback>;
Kidoz.bannerError += <bannerError Callback>;
Kidoz.bannerNoOffers +=<bannerNoOffers Callback> ;

KIDOZ Panel (Android only and will be deprecated by Dec 2019)

PanelView is a customized special view that can slide in/out of the screen (both in horizontal and vertical layout) with minimal interference to user experience. The PanelView can be placed on one of four sides of the activity screen - PANEL_TYPE.TOP,PANEL_TYPE.BOTTOM,PANEL_TYPE.RIGHT,PANEL_TYPE.LEFT
The PanelView can be controlled via a special Handle button that can be located in any of the 3 following positions -
HANDLE_POSITION.START,HANDLE_POSITION.CENTER,HANDLE_POSITION.END depending on the PanelView initial screen location.

to activate the panel use the following function: Kidoz.addPanelToView (Panel_type, Handle_Position); <\br> You can also expand the panel programmatically by using the following function: Kidoz.expandPanelView() and collapse the panel by using the following function <\br> ``Kidoz.collapsePanelView()``` <\br>

KIDOZ Interstitial / Rewarded View (Android and iOS)

KidozInterstitial is a full screen single ad unit which can be used as simple interstitial or rewared mode.

You can activate the interstitial widget by first calling the load function Kidoz.loadInterstitialAd(false);

To request rewarded ad call this function Kidoz.loadRewardedAd(false);

The second stage after the ad was loaded (using the Kidoz.interstitialReady/rewardedReady callback you can call Kidoz.showInterstitial(); or Kidoz.showRewarded();

It is possible to test if the ad was loaded using the following function: Kidoz.getIsInterstitialLoaded() or Kidoz.getIsRewardedLoaded()

all listeners are of type: private void listenerName(string value) Kidoz.bannerReady += bannerReady;

Kidoz.interstitialOpen += listenerName;
Kidoz.interstitialClose += listenerName;
Kidoz.interstitialReady += listenerName;

Kidoz.interstitialOnLoadFail += interstitialOnLoadFail;

Kidoz.interstitialOnNoOffers += interstitialOnNoOffers;

Kidoz.onRewardedDone += onRewardedDone; 
Kidoz.onRewardedVideoStarted += onRewardedVideoStarted;
Kidoz.rewardedOpen += rewardedOpen;

Kidoz.rewardedClose += rewardedClose;

Kidoz.rewardedReady += rewardedReady;

Kidoz.rewardedOnLoadFail += rewardedOnLoadFail;

Kidoz.rewardedOnNoOffers += rewardedOnNoOffers;

Kidoz iOS Interstitial best practices

  • The preferred timing to show Interstitial Ads : Before the game ends, between game levels, after completing a game level .
  • Some Interstitial Ads may contain video with sound. In order to maximise user experience, it is important to mute or pause game background sounds and pause the game while the Interstitial is displayed. This can be achieved by using interstitialOpen and interstitialClose callbacks:
Kidoz.interstitialOpen += interstitialOpen;	
Kidoz.interstitialClose += interstitialClose;
private void interstitialOpen(string  value)  {
// mute/pause background sounds
// pause your game 

private void interstitialClose(string  value)
// unmute/resume background sounds
// resume your game 


Setting the Kidoz.SetiOSAppPauseOnBackground(true); 

Kidoz iOS Rewarded best practices

  • The preferred timing to show Rewarded Ads : Based on the implementation of rewarded logics in your game .
  • Some Rewarded Ads may contain video with sound. In order to maximise user experience, it is important to mute or pause game background sounds and pause the game flow while the Rewarded is displayed. This can be achieved by using rewardedOpen and rewardedClose callbacks:
Kidoz.rewardedOpen += rewardedOpen;  
Kidoz.rewardedClose += rewardedClose;

-(void)rewardedOpen {
//mute/pause background sounds
//pause your game 

-(void)rewardedClose {
//unmute/resume background sounds
//resume your game 


Setting the Kidoz.SetiOSAppPauseOnBackground(true); 

Note for Android:

If you are using the Minify option in the Player settings please add this to proguard-user.txt file:  
-keepclasseswithmembers class com.kidoz.sdk.** {*;}  
-keep @interface org.greenrobot.eventbus.Subscribe  
-keepclassmembers class * {  
@org.greenrobot.eventbus.Subscribe <methods>;  

Trouble Shooting

KIDOZ SDK and this sample app are compatible with Android 4.2 (API level 17) and above, iOS 8.0 and above and Unity versions greater than 5

**Kidoz plugin does not currently support Unity editor runtime. Please make sure you switch to a relevant platform (iOS/Android) before working or ignore any error in the Editor runtime.

When comming from a previous version, please manually delete previous okhttp jar file, and use the attached onen

When comming from a previous version, please manually delete previous okio jar file, and use the attached onen

When comming from a previous version, please manually delete the Kidoz.cs located in the root assetes folder , since we moved the file postion. also make sure that teh KidozObject points to the new Kidoz script

Android Build Tools Version This demo application uses buildToolsVersion "22.0.1". if your Android Studio is not updated with this version you can follow one of these steps (or both):

  1. Inside Android Studio click the SDK Manager icon
  2. In the left side menu, navigate to Appearance & Behavior --> System Settings --> Android SDK
  3. Click the SDK Tools tab
  4. Check the Android SDK Build Tools and click OK

For any question or assistance, please contact us at


Copyright 2015 KIDOZ, Inc.

Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at

Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
See the License for the specific language governing permissions and
limitations under the License.
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