Push Notifications
Unity push notifications using OneLink & Firebase
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This is the recommended method for implementing push notification measurement in the Unity Appsflyer SDK.
Чтобы интегрировать AppsFlyer и push-уведомления Android:
- В
AppsFlyerObjectScript.cs
, calladdPushNotificationDeepLinkPath
до вызоваstart
:
AppsFlyer.addPushNotificationDeepLinkPath("af_push_link");
In the example above, the SDK is configured to look for the af_push_link
ключ в первом уровне полезной нагрузки push-уведомления.
При вызове addPushNotificationDeepLinkPath
the SDK verifies that:
- В полезной нагрузке присутствует необходимый ключ.
- Ключ содержит действительный URL OneLink.
Примечание
addPushNotificationDeepLinkPath
accepts an array of strings too, to allow you to extract the relevant key from nested JSON structures. For more information, seeaddPushNotificationDeepLinkPath
.
- Create a new Firebase Unity app and follow the Firebase guide (Import the SDK package and the GoogleService files to Unity)
- Create FirebaseManager empty object and add
FirebaseManager.cs
to it:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Firebase.Extensions;
using System;
using System.Threading.Tasks;
using AppsFlyerSDK;
public class FirebaseManager : MonoBehaviour
{
private Vector2 scrollViewVector = Vector2.zero;
private string logText = "";
const int kMaxLogSize = 16382;
Firebase.DependencyStatus dependencyStatus = Firebase.DependencyStatus.UnavailableOther;
protected bool isFirebaseInitialized = false;
private string topic = "TestTopic";
// Log the result of the specified task, returning true if the task
// completed successfully, false otherwise.
protected bool LogTaskCompletion(Task task, string operation)
{
bool complete = false;
if (task.IsCanceled)
{
DebugLog(operation + " canceled.");
}
else if (task.IsFaulted)
{
DebugLog(operation + " encounted an error.");
foreach (Exception exception in task.Exception.Flatten().InnerExceptions)
{
string errorCode = "";
Firebase.FirebaseException firebaseEx = exception as Firebase.FirebaseException;
if (firebaseEx != null)
{
errorCode = String.Format("Error.{0}: ",
((Firebase.Messaging.Error)firebaseEx.ErrorCode).ToString());
}
DebugLog(errorCode + exception.ToString());
}
}
else if (task.IsCompleted)
{
DebugLog(operation + " completed");
complete = true;
}
return complete;
}
// When the app starts, check to make sure that we have
// the required dependencies to use Firebase, and if not,
// add them if possible.
protected virtual void Start()
{
Firebase.FirebaseApp.CheckAndFixDependenciesAsync().ContinueWithOnMainThread(task =>
{
dependencyStatus = task.Result;
if (dependencyStatus == Firebase.DependencyStatus.Available)
{
InitializeFirebase();
}
else
{
Debug.LogError(
"Could not resolve all Firebase dependencies: " + dependencyStatus);
}
});
}
// Setup message event handlers.
void InitializeFirebase()
{
Firebase.Messaging.FirebaseMessaging.MessageReceived += OnMessageReceived;
Firebase.Messaging.FirebaseMessaging.TokenReceived += OnTokenReceived;
Firebase.Messaging.FirebaseMessaging.SubscribeAsync(topic).ContinueWithOnMainThread(task =>
{
LogTaskCompletion(task, "SubscribeAsync");
});
DebugLog("Firebase Messaging Initialized");
// This will display the prompt to request permission to receive
// notifications if the prompt has not already been displayed before. (If
// the user already responded to the prompt, thier decision is cached by
// the OS and can be changed in the OS settings).
Firebase.Messaging.FirebaseMessaging.RequestPermissionAsync().ContinueWithOnMainThread(
task =>
{
LogTaskCompletion(task, "RequestPermissionAsync");
}
);
isFirebaseInitialized = true;
}
public virtual void OnMessageReceived(object sender, Firebase.Messaging.MessageReceivedEventArgs e)
{
DebugLog("Received a new message");
var notification = e.Message.Notification;
if (notification != null)
{
DebugLog("title: " + notification.Title);
DebugLog("body: " + notification.Body);
var android = notification.Android;
if (android != null)
{
DebugLog("android channel_id: " + android.ChannelId);
}
}
if (e.Message.From.Length > 0)
DebugLog("from: " + e.Message.From);
if (e.Message.Link != null)
{
DebugLog("link: " + e.Message.Link.ToString());
}
if (e.Message.Data.Count > 0)
{
DebugLog("data:");
foreach (System.Collections.Generic.KeyValuePair<string, string> iter in
e.Message.Data)
{
DebugLog(" " + iter.Key + ": " + iter.Value);
}
}
#if UNITY_IOS && !UNITY_EDITOR
DebugLog("DidReceivedDeepLink: true");
appsFlyerObj.DidReceivedDeepLink = true;
var dataDict = new Dictionary<string, string>(e.Message.Data);
AppsFlyeriOS.handlePushNotification(dataDict);
#endif
}
public virtual void OnTokenReceived(object sender, Firebase.Messaging.TokenReceivedEventArgs token)
{
DebugLog("Received Registration Token: " + token.Token);
}
public void ToggleTokenOnInit()
{
bool newValue = !Firebase.Messaging.FirebaseMessaging.TokenRegistrationOnInitEnabled;
Firebase.Messaging.FirebaseMessaging.TokenRegistrationOnInitEnabled = newValue;
DebugLog("Set TokenRegistrationOnInitEnabled to " + newValue);
}
// Exit if escape (or back, on mobile) is pressed.
protected virtual void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
Application.Quit();
}
}
// End our messaging session when the program exits.
public void OnDestroy()
{
Firebase.Messaging.FirebaseMessaging.MessageReceived -= OnMessageReceived;
Firebase.Messaging.FirebaseMessaging.TokenReceived -= OnTokenReceived;
}
// Output text to the debug log text field, as well as the console.
public void DebugLog(string s)
{
print(s);
logText += s + "\n";
while (logText.Length > kMaxLogSize)
{
int index = logText.IndexOf("\n");
logText = logText.Substring(index + 1);
}
scrollViewVector.y = int.MaxValue;
}
}
Примечание
В
OnMessageReceived
function, for iOS specifically, we are calling theAppsFlyeriOS.handlePushNotification(Dictionary<string, string> pushPayload)
method (read more) in order to trigger the AppsFlyerSDK method that is getting overridden due to Firebase's swizzling.
iOS
- Add an APN Authentication key to your Firebase Unity iOS app
- After building your project, open the XCode project and add the following capabilities:
- Push Notifications
- Background Modes -> Remote Notifications
- Associated Domains (for UDL) - read more
- If you are getting errors when building the app due to bitcode, disable bitcode
Android
- In the AndroidManifest: Add the following service:
<service android:name="com.google.firebase.messaging.MessageForwardingService" android:permission="android.permission.BIND_JOB_SERVICE" android:exported="true" />
- Create a Keystore and a key for your app and generate the SHA1 fingerprint (and the SHA256 fingerprint for Android App Links)
- SHA1 for Firebase
- SHA1 for Firebase
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