Proyecto creado e inicializado

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[1.0.1]
Adding Readme file
Adding local plugin importer callbacks.
Removing Bintray references in package.json
[2.0.3]
Fix bug where importing the asset store ads package would cause duiplicate symbols,
and removing the asset store ads package would cause missing symbols.
[2.0.4]
Added new description string to package.json
Fixed art assets to use no compression (fixes issue switching between iOS and PC builds)
[2.0.5] - 2018-03-29
Fix for https://fogbugz.unity3d.com/f/cases/1011363
Fixes an incorrect guid that the importer used to include/exclude the runtime assembly from the build.
[2.0.6] - 2018-03-29
Update changelog for this and 2.0.5
[2.0.7] - 2018-04-06
Fix editor assembly project file to include the importer script.
[2.0.8] - 2018-05-01
Add call to SetShouldOverridePredicate to exclude package dll when asset store dlls are present.
Update unity version attribute to support 2017.4 LTS
Fix an issue with the editor assembly to add back in some iOS platform specific code that was removed
via conditionals (which is fine for source packages, but doesn't work with precompiled assemblies)
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#import "UADSMetaData.h"
@interface UADSInAppPurchaseMetaData : UADSMetaData
- (void)setProductId:(NSString *)productId;
- (void)setPrice:(NSNumber *)price;
- (void)setCurrency:(NSString *)currency;
- (void)setReceiptPurchaseData:(NSString *)receiptPurchaseData;
- (void)setSignature:(NSString *)signature;
@end
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@interface UADSJsonStorage : NSObject
@property (nonatomic, strong) NSMutableDictionary *storageContents;
- (BOOL)set:(NSString *)key value:(id)value;
- (id)getValueForKey:(NSString *)key;
- (BOOL)deleteKey:(NSString *)key;
- (NSArray *)getKeys:(NSString *)key recursive:(BOOL)recursive;
- (void)clearData;
- (BOOL)initData;
- (BOOL)hasData;
@end
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#import "UADSMetaData.h"
@interface UADSMediationMetaData : UADSMetaData
- (void)setName:(NSString *)mediationNetworkName;
- (void)setVersion:(NSString *)mediationSdkVersion;
- (void)setOrdinal:(int)mediationOrdinal;
@end
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@interface UADSMetaData : NSObject
@property (nonatomic, strong) NSString *category;
@property (nonatomic, strong) NSMutableDictionary *entries;
- (instancetype)initWithCategory:(NSString *)category;
- (void)set:(NSString *)key value:(id)value;
- (void)commit;
@end
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#import "UADSMetaData.h"
@interface UADSPlayerMetaData : UADSMetaData
- (void)setServerId:(NSString *)serverId;
@end
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#import <UIKit/UIKit.h>
#import <UnityAds/UADSMediationMetaData.h>
#import <UnityAds/UADSPlayerMetaData.h>
/**
* An enumerate that describes the state of `UnityAds` placements.
* @note All placement states, other than `kUnityAdsPlacementStateReady`, indicate that the placement is not currently ready to show ads.
*/
typedef NS_ENUM(NSInteger, UnityAdsPlacementState) {
/**
* A state that indicates that the placement is ready to show an ad. The `show:` selector can be called.
*/
kUnityAdsPlacementStateReady,
/**
* A state that indicates that no state is information is available.
* @warning This state can that UnityAds is not initialized or that the placement is not correctly configured in the Unity Ads admin tool.
*/
kUnityAdsPlacementStateNotAvailable,
/**
* A state that indicates that the placement is currently disabled. The placement can be enabled in the Unity Ads admin tools.
*/
kUnityAdsPlacementStateDisabled,
/**
* A state that indicates that the placement is not currently ready, but will be in the future.
* @note This state most likely indicates that the ad content is currently caching.
*/
kUnityAdsPlacementStateWaiting,
/**
* A state that indicates that the placement is properly configured, but there are currently no ads available for the placement.
*/
kUnityAdsPlacementStateNoFill
};
/**
* An enumeration for the completion state of an ad.
*/
typedef NS_ENUM(NSInteger, UnityAdsFinishState) {
/**
* A state that indicates that the ad did not successfully display.
*/
kUnityAdsFinishStateError,
/**
* A state that indicates that the user skipped the ad.
*/
kUnityAdsFinishStateSkipped,
/**
* A state that indicates that the ad was played entirely.
*/
kUnityAdsFinishStateCompleted
};
/**
* An enumeration for the various errors that can be emitted through the `UnityAdsDelegate` `unityAdsDidError:withMessage:` method.
*/
typedef NS_ENUM(NSInteger, UnityAdsError) {
/**
* An error that indicates failure due to `UnityAds` currently being uninitialized.
*/
kUnityAdsErrorNotInitialized = 0,
/**
* An error that indicates failure due to a failure in the initialization process.
*/
kUnityAdsErrorInitializedFailed,
/**
* An error that indicates failure due to attempting to initialize `UnityAds` with invalid parameters.
*/
kUnityAdsErrorInvalidArgument,
/**
* An error that indicates failure of the video player.
*/
kUnityAdsErrorVideoPlayerError,
/**
* An error that indicates failure due to having attempted to initialize the `UnityAds` class in an invalid environment.
*/
kUnityAdsErrorInitSanityCheckFail,
/**
* An error that indicates failure due to the presence of an ad blocker.
*/
kUnityAdsErrorAdBlockerDetected,
/**
* An error that indicates failure due to inability to read or write a file.
*/
kUnityAdsErrorFileIoError,
/**
* An error that indicates failure due to a bad device identifier.
*/
kUnityAdsErrorDeviceIdError,
/**
* An error that indicates a failure when attempting to show an ad.
*/
kUnityAdsErrorShowError,
/**
* An error that indicates an internal failure in `UnityAds`.
*/
kUnityAdsErrorInternalError,
};
/**
* The `UnityAdsDelegate` protocol defines the required methods for receiving messages from UnityAds.
* Must be implemented by the hosting app.
* The unityAdsReady: method is called when it's possible to show an ad.
* All other methods are used to provide notifications of events of the ad lifecycle.
* @note On initialization, there are ready (or error) callbacks for each placement attached to the game identifier.
*/
NS_ASSUME_NONNULL_BEGIN
@protocol UnityAdsDelegate <NSObject>
/**
* Called when `UnityAds` is ready to show an ad. After this callback you can call the `UnityAds` `show:` method for this placement.
* Note that sometimes placement might no longer be ready due to exceptional reasons. These situations will give no new callbacks.
*
* @warning To avoid error situations, it is always best to check `isReady` method status before calling show.
* @param placementId The ID of the placement that is ready to show, as defined in Unity Ads admin tools.
*/
- (void)unityAdsReady:(NSString *)placementId;
/**
* Called when `UnityAds` encounters an error. All errors will be logged but this method can be used as an additional debugging aid. This callback can also be used for collecting statistics from different error scenarios.
*
* @param error A `UnityAdsError` error enum value indicating the type of error encountered.
* @param message A human readable string indicating the type of error encountered.
*/
- (void)unityAdsDidError:(UnityAdsError)error withMessage:(NSString *)message;
/**
* Called on a successful start of advertisement after calling the `UnityAds` `show:` method.
*
* @warning If there are errors in starting the advertisement, this method may never be called. Unity Ads will directly call `unityAdsDidFinish:withFinishState:` with error status.
*
* @param placementId The ID of the placement that has started, as defined in Unity Ads admin tools.
*/
- (void)unityAdsDidStart:(NSString *)placementId;
/**
* Called after the ad has closed.
*
* @param placementId The ID of the placement that has finished, as defined in Unity Ads admin tools.
* @param state An enum value indicating the finish state of the ad. Possible values are `Completed`, `Skipped`, and `Error`.
*/
- (void)unityAdsDidFinish:(NSString *)placementId
withFinishState:(UnityAdsFinishState)state;
@end
/**
* `UnityAds` is a static class with methods for preparing and showing ads.
*
* @warning In order to ensure expected behaviour, the delegate must always be set.
*/
@interface UnityAds : NSObject
- (instancetype)init NS_UNAVAILABLE;
+ (instancetype)initialize NS_UNAVAILABLE;
/**
* Initializes UnityAds. UnityAds should be initialized when app starts.
*
* @param gameId Unique identifier for a game, given by Unity Ads admin tools or Unity editor.
* @param delegate delegate for UnityAdsDelegate callbacks
*/
+ (void)initialize:(NSString *)gameId
delegate:(nullable id<UnityAdsDelegate>)delegate;
/**
* Initializes UnityAds. UnityAds should be initialized when app starts.
*
* @param gameId Unique identifier for a game, given by Unity Ads admin tools or Unity editor.
* @param delegate delegate for UnityAdsDelegate callbacks
* @param testMode Set this flag to `YES` to indicate test mode and show only test ads.
*/
+ (void)initialize:(NSString *)gameId
delegate:(nullable id<UnityAdsDelegate>)delegate
testMode:(BOOL)testMode;
/**
* Show an ad using the defaul placement.
*
* @param viewController The `UIViewController` that is to present the ad view controller.
*/
+ (void)show:(UIViewController *)viewController;
/**
* Show an ad using the provided placement ID.
*
* @param viewController The `UIViewController` that is to present the ad view controller.
* @param placementId The placement ID, as defined in Unity Ads admin tools.
*/
+ (void)show:(UIViewController *)viewController placementId:(NSString *)placementId;
/**
* Provides the currently assigned `UnityAdsDelegate`.
*
* @return The current `UnityAdsDelegate`.
*/
+ (id<UnityAdsDelegate>)getDelegate;
/**
* Allows the delegate to be reassigned after UnityAds has already been initialized.
*
* @param delegate The new `UnityAdsDelegate' for UnityAds to send callbacks to.
*/
+ (void)setDelegate:(id<UnityAdsDelegate>)delegate;
/**
* Get the current debug status of `UnityAds`.
*
* @return If `YES`, `UnityAds` will provide verbose logs.
*/
+ (BOOL)getDebugMode;
/**
* Set the logging verbosity of `UnityAds`. Debug mode indicates verbose logging.
* @warning Does not relate to test mode for ad content.
* @param enableDebugMode `YES` for verbose logging.
*/
+ (void)setDebugMode:(BOOL)enableDebugMode;
/**
* Check to see if the current device supports using Unity Ads.
*
* @return If `NO`, the current device cannot initialize `UnityAds` or show ads.
*/
+ (BOOL)isSupported;
/**
* Check if the default placement is ready to show an ad.
*
* @return If `YES`, the default placement is ready to show an ad.
*/
+ (BOOL)isReady;
/**
* Check if a particular placement is ready to show an ad.
*
* @param placementId The placement ID being checked.
*
* @return If `YES`, the placement is ready to show an ad.
*/
+ (BOOL)isReady:(NSString *)placementId;
/**
* Check the current state of the default placement.
*
* @return If this is `kUnityAdsPlacementStateReady`, the placement is ready to show ads. Other states represent errors.
*/
+ (UnityAdsPlacementState)getPlacementState;
/**
* Check the current state of a placement.
*
* @param placementId The placement ID, as defined in Unity Ads admin tools.
*
* @return If this is `kUnityAdsPlacementStateReady`, the placement is ready to show ads. Other states represent errors.
*/
+ (UnityAdsPlacementState)getPlacementState:(NSString *)placementId;
/**
* Check the version of this `UnityAds` SDK
*
* @return String representing the current version name.
*/
+ (NSString *)getVersion;
/**
* Check that `UnityAds` has been initialized. This might be useful for debugging initialization problems.
*
* @return If `YES`, Unity Ads has been successfully initialized.
*/
+ (BOOL)isInitialized;
@end
NS_ASSUME_NONNULL_END
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#import "UnityAds.h"
NS_ASSUME_NONNULL_BEGIN
@protocol UnityAdsExtendedDelegate <UnityAdsDelegate>
/**
* Called when a click event happens.
*
* @param placementId The ID of the placement that was clicked.
*/
- (void)unityAdsDidClick:(NSString *)placementId;
/**
* Called when a placement changes state.
*
* @param placementId The ID of the placement that changed state.
* @param oldState The state before the change.
* @param newState The state after the change.
*/
- (void)unityAdsPlacementStateChanged:(NSString *)placementId oldState:(UnityAdsPlacementState)oldState newState:(UnityAdsPlacementState)newState;
@end
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#import "UnityAds.h"
NS_ASSUME_NONNULL_BEGIN
@protocol UnityAdsUnityDelegate <UnityAdsDelegate>
/**
* Called when an in-app purchase is initiated from an ad.
*
* @param eventString The string provided via the ad.
*/
- (void)unityAdsDidInitiatePurchase:(NSString *)eventString;
@end
NS_ASSUME_NONNULL_END
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framework module UnityAds {
umbrella header "UnityAds.h"
header "UnityAdsExtended.h"
export *
module * { export * }
}
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**Unity Companion Package License v1.0 ("_License_")**
Copyright © 2017 Unity Technologies ApS ("**_Unity_**")
Unity hereby grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, sublicense, and distribute the software that is made available with this License ("**_Software_**"), subject to the following terms and conditions:
1. *Unity Companion Use Only*. Exercise of the license granted herein is limited to exercise for the creation, use, and/or distribution of applications, software, or other content pursuant to a valid Unity development engine software license ("**_Engine License_**"). That means while use of the Software is not limited to use in the software licensed under the Engine License, the Software may not be used for any purpose other than the creation, use, and/or distribution of Engine License-dependent applications, software, or other content. No other exercise of the license granted herein is permitted.
1. *No Modification of Engine License*. Neither this License nor any exercise of the license granted herein modifies the Engine License in any way.
1. *Ownership & Grant Back to You*.
3.1. You own your content. In this License, "derivative works" means derivatives of the Software itself--works derived only from the Software by you under this License (for example, modifying the code of the Software itself to improve its efficacy); “derivative works” of the Software do not include, for example, games, apps, or content that you create using the Software. You keep all right, title, and interest to your own content.
3.2. Unity owns its content. While you keep all right, title, and interest to your own content per the above, as between Unity and you, Unity will own all right, title, and interest to all intellectual property rights (including patent, trademark, and copyright) in the Software and derivative works of the Software, and you hereby assign and agree to assign all such rights in those derivative works to Unity.
3.3. You have a license to those derivative works. Subject to this License, Unity grants to you the same worldwide, non-exclusive, no-charge, and royalty-free copyright license to derivative works of the Software you create as is granted to you for the Software under this License.
1. *Trademarks*. You are not granted any right or license under this License to use any trademarks, service marks, trade names, products names, or branding of Unity or its affiliates ("**_Trademarks_**"). Descriptive uses of Trademarks are permitted; see, for example, Unity’s Branding Usage Guidelines at [https://unity3d.com/public-relations/brand](https://unity3d.com/public-relations/brand).
1. *Notices & Third-Party Rights*. This License, including the copyright notice above, must be provided in all substantial portions of the Software and derivative works thereof (or, if that is impracticable, in any other location where such notices are customarily placed). Further, if the Software is accompanied by a Unity "third-party notices" or similar file, you acknowledge and agree that software identified in that file is governed by those separate license terms.
1. *DISCLAIMER, LIMITATION OF LIABILITY*. THE SOFTWARE AND ANY DERIVATIVE WORKS THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES (WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
1. *USE IS ACCEPTANCE and License Versions*. Your receipt and use of the Software constitutes your acceptance of this License and its terms and conditions. Software released by Unity under this License may be modified or updated and the License with it; upon any such modification or update, you will comply with the terms of the updated License for any use of any of the Software under the updated License.
1. *Use in Compliance with Law and Termination*. Your exercise of the license granted herein will at all times be in compliance with applicable law and will not infringe any proprietary rights (including intellectual property rights); this License will terminate immediately on any breach by you of this License.
1. *Severability*. If any provision of this License is held to be unenforceable or invalid, that provision will be enforced to the maximum extent possible and the other provisions will remain in full force and effect.
1. *Governing Law and Venue*. This License is governed by and construed in accordance with the laws of Denmark, except for its conflict of laws rules; the United Nations Convention on Contracts for the International Sale of Goods will not apply. If you reside (or your principal place of business is) within the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the state and federal courts located in San Francisco County, California concerning any dispute arising out of this License ("**_Dispute_**"). If you reside (or your principal place of business is) outside the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the courts located in Copenhagen, Denmark concerning any Dispute.
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{
"category": "AssetStore/Unity",
"description": "Unity Ads is a video ad network for iOS and Android that allows you to quickly and effectively monetize your games.",
"gitHead": "0d2114387a99011be685886f8ea902242e323e70",
"keywords": [
"ads",
"unity"
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"type": "git",
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"version": "2.0.8"
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## [3.3.2] - 2019-01-15
- Update com.unity.ugui version dependency to new format.
- Add explicit dll dependencies to asmdefs needed for Test Platform changes.
## [3.3.1] - 2018-11-21
- Fixed missing dependency to com.unity.ugui to package.json
## [3.3.0] - 2018-11-16
- Removed dependency on UGUI extension in favor of new core package.
## [3.2.2] - 2018-11-02
- Removed FetchOptOutStatus and Initialize call. All application of opt out
status will be handled by the engine. The Analytics/Data Privacy package still
provides FetchPrivacyUrl to provide a URL from which to opt out.
## [3.2.1] - 2018-10-25
- Move editor and playmode tests to be packed within the package.
## [3.2.0] - 2018-10-11
- Prevent double-registration of standard events.
- Fixed build error on platforms that don't support analytics.
- Update package docs so they can be built and published and be accessible from
the Package Manager UI.
- Fixed a crash occurring on iOS device when the device has cellular capability
but was never configured with any carrier service.
- Fixed an android build failure occurring due to conflicting install referrer
AIDL files.
## [3.1.1] - 2018-08-21
- Add DataPrivacy plugin into package.
- Fixed an issue where Android project build would fail when proguard is enabled
in publishing settings.
- Fixed an issue where iOS product archive would fail because bitcode was not
enabled.
## [3.0.9] - 2018-07-31
- Fixing issue with NullReferenceException during editor playmode
## [3.0.8] - 2018-07-26
- Fixing linking issue when building Android il2cpp
## [3.0.7] - 2018-07-10
- Adding in continuous events for signal strength, battery level, battery
temperature, memory usage, available storage
## [3.0.6] - 2018-06-01
- Reorganizing platformInfo event around session start/resume/pause
## [3.0.5] - 2018-05-29
- Fixing cellular signal strength incorrect array format
## [3.0.4] - 2018-05-04
- Breaking change to only work with 2018.2 (change name of whitelisted dll's in
engine to conform to PackageManager standard)
- Changed name of old Analytics dll to the Unity.Analytics.Tracker.dll and
replaced the old one with the new platform information package.
- Changed naming convention of dlls to the PackageManager Standard:
Unity.Analytics.dll, Unity.Analytics.Editor.dll, Unity.Analytics.Tracker.dll,
Unity.Analytics.StandardEvents.dll.
- Deprecated old Analytics tracker and removed it from the add component menu.
- Merged Standardevents package into Analytics package.
## [2.0.14] - 2018-02-08
- Added proper documentation and better description text.
## [2.0.5] -
- Update analytics tracker to 2.0 (1.0 version is still available)
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using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Unity.Analytics.DataPrivacy.Tests")]
[assembly: InternalsVisibleTo("Unity.Analytics.DataPrivacy.WebRequest.Tests")]
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#if ENABLE_CLOUD_SERVICES_ANALYTICS
using System;
using System.Text;
using UnityEngine.Networking;
namespace UnityEngine.Analytics
{
public class DataPrivacy
{
[Serializable]
internal struct UserPostData
{
public string appid;
public string userid;
public long sessionid;
public string platform;
public UInt32 platformid;
public string sdk_ver;
public bool debug_device;
public string deviceid;
public string plugin_ver;
}
[Serializable]
internal struct TokenData
{
public string url;
public string token;
}
const string kVersion = "3.0.0";
const string kVersionString = "DataPrivacyPackage/" + kVersion;
internal const string kBaseUrl = "https://data-optout-service.uca.cloud.unity3d.com";
const string kTokenUrl = kBaseUrl + "/token";
internal static UserPostData GetUserData()
{
var postData = new UserPostData
{
appid = Application.cloudProjectId,
userid = AnalyticsSessionInfo.userId,
sessionid = AnalyticsSessionInfo.sessionId,
platform = Application.platform.ToString(),
platformid = (UInt32)Application.platform,
sdk_ver = Application.unityVersion,
debug_device = Debug.isDebugBuild,
deviceid = SystemInfo.deviceUniqueIdentifier,
plugin_ver = kVersionString
};
return postData;
}
static string GetUserAgent()
{
var message = "UnityPlayer/{0} ({1}/{2}{3} {4})";
return String.Format(message,
Application.unityVersion,
Application.platform.ToString(),
(UInt32)Application.platform,
Debug.isDebugBuild ? "-dev" : "",
kVersionString);
}
static String getErrorString(UnityWebRequest www)
{
var json = www.downloadHandler.text;
var error = www.error;
if (String.IsNullOrEmpty(error))
{
// 5.5 sometimes fails to parse an error response, and the only clue will be
// in www.responseHeadersString, which isn't accessible.
error = "Empty response";
}
if (!String.IsNullOrEmpty(json))
{
error += ": " + json;
}
return error;
}
public static void FetchPrivacyUrl(Action<string> success, Action<string> failure = null)
{
string postJson = JsonUtility.ToJson(GetUserData());
byte[] bytes = Encoding.UTF8.GetBytes(postJson);
var uploadHandler = new UploadHandlerRaw(bytes);
uploadHandler.contentType = "application/json";
var www = UnityWebRequest.Post(kTokenUrl, "");
www.uploadHandler = uploadHandler;
#if !UNITY_WEBGL
www.SetRequestHeader("User-Agent", GetUserAgent());
#endif
var async = www.SendWebRequest();
async.completed += (AsyncOperation async2) =>
{
var json = www.downloadHandler.text;
if (!String.IsNullOrEmpty(www.error) || String.IsNullOrEmpty(json))
{
var error = getErrorString(www);
if (failure != null)
{
failure(error);
}
}
else
{
TokenData tokenData;
tokenData.url = ""; // Just to quell "possibly unassigned" error
try
{
tokenData = JsonUtility.FromJson<TokenData>(json);
}
catch (Exception e)
{
if (failure != null)
{
failure(e.ToString());
}
}
success(tokenData.url);
}
};
}
}
}
#endif //ENABLE_CLOUD_SERVICES_ANALYTICS
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#if ENABLE_CLOUD_SERVICES_ANALYTICS
using System;
using UnityEngine.UI;
namespace UnityEngine.Analytics
{
public class DataPrivacyButton : Button
{
bool urlOpened = false;
DataPrivacyButton()
{
onClick.AddListener(OpenDataPrivacyUrl);
}
void OnFailure(string reason)
{
interactable = true;
Debug.LogWarning(String.Format("Failed to get data privacy url: {0}", reason));
}
void OpenUrl(string url)
{
interactable = true;
urlOpened = true;
#if UNITY_WEBGL && !UNITY_EDITOR
Application.ExternalEval("window.open(\"" + url + "\",\"_blank\")");
#else
Application.OpenURL(url);
#endif
}
void OpenDataPrivacyUrl()
{
interactable = false;
DataPrivacy.FetchPrivacyUrl(OpenUrl, OnFailure);
}
void OnApplicationFocus(bool hasFocus)
{
if (hasFocus && urlOpened)
{
urlOpened = false;
// Immediately refresh the remote config so new privacy settings can be enabled
// as soon as possible if they have changed.
RemoteSettings.ForceUpdate();
}
}
}
}
#endif //ENABLE_CLOUD_SERVICES_ANALYTICS
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# About the Analytics Package
This Analytics package supports the following Unity Analytics features:
* [Standard Events](https://docs.unity3d.com/Manual/UnityAnalyticsStandardEvents.html)
* [Analytics Event Tracker](https://docs.unity3d.com/Manual/class-AnalyticsEventTracker.html)
* [Unity Analytics Data Privacy Plug-in](https://docs.unity3d.com/Manual/UnityAnalyticsDataPrivacy.html)
For instructions on using the features in the Analytics package, refer to the [Analytics section of
the Unity Manual](https://docs.unity3d.com/Manual/UnityAnalytics.html).
The package is supported by Unity 2018.3+ and includes functionality previously included in
earlier Unity Asset Store and Package Manager packages. When upgrading existing projects to
2018.3 or later, older, redundant packages should be removed from the project.
## Installing the Analytics Package
The Analytics package is built into the Unity Editor and enabled automatically. Use the Unity
Package Manager (menu: **Window** > **Package Manager**) to disable or enable the package.
The Analytics package is listed under the built-in packages.
<a name="UsingAnalytics"></a>
## Using the Analytics Package
For instructions on using the features in the Analytics package, refer to the Unity Manual:
* [Standard Events](https://docs.unity3d.com/Manual/UnityAnalyticsStandardEvents.html)
* [Analytics Event Tracker](https://docs.unity3d.com/Manual/class-AnalyticsEventTracker.html)
* [Unity Analytics Data Privacy Plug-in](https://docs.unity3d.com/Manual/UnityAnalyticsDataPrivacy.html)
## Package contents
The following table indicates the major classes, components, and files included in the Analytics package:
|Item|Description|
|---|---|
|[`AnalyticsEvent` class](https://docs.unity3d.com/2018.3/Documentation/ScriptReference/Analytics.AnalyticsEvent.html) | The primary class for sending Standard and Custom analytics events to the Unity Analytics service.|
|[Analytics Event Tracker component](https://docs.unity3d.com/Manual/class-AnalyticsEventTracker.html) | A Unity component that you can use to send Standard and Custom analytics events (without writing code).|
|[DataPrivacy class](https://docs.unity3d.com/Manual/UnityAnalyticsDataPrivacyAPI.html)| A utility class that helps applications using Unity Analytics comply with the EU General Data Protection Regulation (GDPR).|
|`Packages/Analytics Library/DataPrivacy/DataPrivacyButton`| A Prefab GameObject you can use when building a user interface to allow players to opt out of Analytics data collection.|
|`Packages/Analytics Library/DataPrivacy/DataPrivacyIcon`| An icon graphic you can use when creating your own opt-out button or control.|
## Document revision history
|Date|Reason|
|---|---|
|October 5, 2018|Document created. Matches package version 3.2.0.|
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**Unity Companion Package License v1.0 ("_License_")**
Copyright © 2017 Unity Technologies ApS ("**_Unity_**")
Unity hereby grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, sublicense, and distribute the software that is made available with this License ("**_Software_**"), subject to the following terms and conditions:
1. *Unity Companion Use Only*. Exercise of the license granted herein is limited to exercise for the creation, use, and/or distribution of applications, software, or other content pursuant to a valid Unity development engine software license ("**_Engine License_**"). That means while use of the Software is not limited to use in the software licensed under the Engine License, the Software may not be used for any purpose other than the creation, use, and/or distribution of Engine License-dependent applications, software, or other content. No other exercise of the license granted herein is permitted.
1. *No Modification of Engine License*. Neither this License nor any exercise of the license granted herein modifies the Engine License in any way.
1. *Ownership & Grant Back to You*.
3.1. You own your content. In this License, "derivative works" means derivatives of the Software itself--works derived only from the Software by you under this License (for example, modifying the code of the Software itself to improve its efficacy); “derivative works” of the Software do not include, for example, games, apps, or content that you create using the Software. You keep all right, title, and interest to your own content.
3.2. Unity owns its content. While you keep all right, title, and interest to your own content per the above, as between Unity and you, Unity will own all right, title, and interest to all intellectual property rights (including patent, trademark, and copyright) in the Software and derivative works of the Software, and you hereby assign and agree to assign all such rights in those derivative works to Unity.
3.3. You have a license to those derivative works. Subject to this License, Unity grants to you the same worldwide, non-exclusive, no-charge, and royalty-free copyright license to derivative works of the Software you create as is granted to you for the Software under this License.
1. *Trademarks*. You are not granted any right or license under this License to use any trademarks, service marks, trade names, products names, or branding of Unity or its affiliates ("**_Trademarks_**"). Descriptive uses of Trademarks are permitted; see, for example, Unity’s Branding Usage Guidelines at [https://unity3d.com/public-relations/brand](https://unity3d.com/public-relations/brand).
1. *Notices & Third-Party Rights*. This License, including the copyright notice above, must be provided in all substantial portions of the Software and derivative works thereof (or, if that is impracticable, in any other location where such notices are customarily placed). Further, if the Software is accompanied by a Unity "third-party notices" or similar file, you acknowledge and agree that software identified in that file is governed by those separate license terms.
1. *DISCLAIMER, LIMITATION OF LIABILITY*. THE SOFTWARE AND ANY DERIVATIVE WORKS THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES (WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
1. *USE IS ACCEPTANCE and License Versions*. Your receipt and use of the Software constitutes your acceptance of this License and its terms and conditions. Software released by Unity under this License may be modified or updated and the License with it; upon any such modification or update, you will comply with the terms of the updated License for any use of any of the Software under the updated License.
1. *Use in Compliance with Law and Termination*. Your exercise of the license granted herein will at all times be in compliance with applicable law and will not infringe any proprietary rights (including intellectual property rights); this License will terminate immediately on any breach by you of this License.
1. *Severability*. If any provision of this License is held to be unenforceable or invalid, that provision will be enforced to the maximum extent possible and the other provisions will remain in full force and effect.
1. *Governing Law and Venue*. This License is governed by and construed in accordance with the laws of Denmark, except for its conflict of laws rules; the United Nations Convention on Contracts for the International Sale of Goods will not apply. If you reside (or your principal place of business is) within the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the state and federal courts located in San Francisco County, California concerning any dispute arising out of this License ("**_Dispute_**"). If you reside (or your principal place of business is) outside the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the courts located in Copenhagen, Denmark concerning any Dispute.
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Unity Analytics: Tracker
------------------------------
Please visit the following URL to see documentation for the Analytics Event Tracker.
https://docs.google.com/document/d/1glh4zEk0KQ_FhOgk95H-VOubcdzrVGyu5BYCmhFQCh0/edit#
Please note, the documentation at this URL is considered a "living" document and subject to change.
Unity Analytics: Standard Events
------------------------------
Track player behavior specific to your game
Standard Events are a set of curated custom events focused on player experience.
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using System;
using NUnit.Framework;
namespace UnityEngine.Analytics.Tests
{
public partial class AnalyticsEventTests
{
[Test]
public void AchievementStep_StepIndexTest(
[Values(-1, 0, 1)] int stepIndex
)
{
var achievementId = "unit_tester";
Assert.DoesNotThrow(() => m_Result = AnalyticsEvent.AchievementStep(stepIndex, achievementId));
EvaluateAnalyticsResult(m_Result);
}
[Test]
public void AchievementStep_AchievementIdTest(
[Values("unit_tester", "", null)] string achievementId
)
{
var stepIndex = 0;
if (string.IsNullOrEmpty(achievementId))
{
Assert.Throws<ArgumentException>(() => AnalyticsEvent.AchievementStep(stepIndex, achievementId));
}
else
{
Assert.DoesNotThrow(() => m_Result = AnalyticsEvent.AchievementStep(stepIndex, achievementId));
EvaluateAnalyticsResult(m_Result);
}
}
[Test]
public void AchievementStep_CustomDataTest()
{
var stepIndex = 0;
var achievementId = "unit_tester";
Assert.DoesNotThrow(() => m_Result = AnalyticsEvent.AchievementStep(stepIndex, achievementId, m_CustomData));
EvaluateCustomData(m_CustomData);
EvaluateAnalyticsResult(m_Result);
}
}
}
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using System;
using NUnit.Framework;
namespace UnityEngine.Analytics.Tests
{
public partial class AnalyticsEventTests
{
[Test]
public void AchievementUnlocked_AchievementIdTest(
[Values("unit_tester", "", null)] string achievementId
)
{
if (string.IsNullOrEmpty(achievementId))
{
Assert.Throws<ArgumentException>(() => AnalyticsEvent.AchievementUnlocked(achievementId));
}
else
{
Assert.DoesNotThrow(() => m_Result = AnalyticsEvent.AchievementUnlocked(achievementId));
EvaluateAnalyticsResult(m_Result);
}
}
[Test]
public void AchievementUnlocked_CustomDataTest()
{
var achievementId = "unit_tester";
Assert.DoesNotThrow(() => m_Result = AnalyticsEvent.AchievementUnlocked(achievementId, m_CustomData));
EvaluateCustomData(m_CustomData);
EvaluateAnalyticsResult(m_Result);
}
}
}
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