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Adjust_v3.2.3.unitypackage

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Adjust_v3.3.0.unitypackage

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Assets/Adjust.cs

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@@ -14,7 +14,7 @@ public class Adjust : MonoBehaviour {
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public AdjustUtil.AdjustEnvironment environment = AdjustUtil.AdjustEnvironment.Sandbox;
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public bool eventBuffering = false;
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public bool startManually = false;
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public const string sdkPrefix = "unity3.2.3";
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public const string sdkPrefix = "unity3.3.0";
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void Awake() {
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if (!this.startManually) {

README.md

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@@ -21,7 +21,7 @@ Open your project in the Unity Editor and navigate to `Assets → Import Package
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### 3. Integrate adjust into your app
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Add the prefab located at `Assets/Adjust.prefab` to the first scene.
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Add the prefab located at `Assets/Adjust.prefab` to the first scene.
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Edit the parameters of the Adjust script in the Inspector menu of the added prefab.
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@@ -62,7 +62,7 @@ event buffering by ticking the box for `Event Buffering`.
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If you don't want to start the adjust SDK at the `Awake` event of the game, tick the box `Start Manually`. Call the method `Adjust.appDidLaunch` with the respective parameters to start the adjust SDK instead.
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For an example of scene with of a button menu with these options and others, open the example scene located at
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For an example of scene with of a button menu with these options and others, open the example scene located at
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`Assets/ExampleGUI/ExampleGUI.unity`. The source for this scene is located at `Assets/ExampleGUI/ExampleGUI.cs`.
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#### Windows Store Apps
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It's possible to disable the post processing by clicking on the menu `Adjust → Change post processing status`.
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Press the same button to re-enable it.
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#### iOS
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#### iOS
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The iOS build script is located at `Assets/Editor/AdjustPostBuildiOS`. It changes the Unity3d iOS generated project in
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the following ways:
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the following ways:
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1. Adds the adSupport framework to the project. It is needed for the adjust SDK, consult the adjust
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1. Adds the adSupport framework to the project. It is needed for the adjust SDK, consult the adjust
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[iOS][ios] page for more details.
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2. Adds the compilation flag `-fobjc-arc` to the adjust project files in the project. This allows the adjust `ARC` based project to work with the `non-ARC` Unity3d iOS project.
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If you have a custom build that puts the Unity3d iOS generated project in a different location,
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inform the script by clicking on the menu `Adjust → Set iOS build path` and choosing the build path of the iOS project.
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After running, the script writes the log file `AdjustPostBuildiOSLog.txt` at the root of the Unity3d project with log
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After running, the script writes the log file `AdjustPostBuildiOSLog.txt` at the root of the Unity3d project with log
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messages of the script run.
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#### Android
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The android build script is located at `Assets/Editor/AdjustPostBuildAndroid`. It changes the `AndroidManifest.xml` file
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located at `Assets/Plugins/Android/`. The problem with this approach is that, the manifest file used for the Android
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package was the one before the build process ended.
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The android build script is located at `Assets/Editor/AdjustPostBuildAndroid`. It changes the `AndroidManifest.xml` file
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located at `Assets/Plugins/Android/`. The problem with this approach is that, the manifest file used for the Android
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package was the one before the build process ended.
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To mitigate this, simply run the build again, using the manifest created or changed by the previous run, or click on the menu `Adjust → Fix AndroidManifest.xml` so the script can run before the build process. Either way, it is only necessary to do this step once, as long the manifest file remains compatible with the adjust SDK.
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3. Adds the permission to access information about Wi-Fi networks.
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After running, the script writes the log file `AdjustPostBuildAndroidLog.txt` at the root of the Unity3d project with log
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After running, the script writes the log file `AdjustPostBuildAndroidLog.txt` at the root of the Unity3d project with log
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messages of the script run.
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## Additional features
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1. Create a method with the signature of the delegate `Action<ResponseData>`.
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2. After calling the launch of the adjust SDK, call the `Adjust.SetResponseDelegate`
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2. After calling the launch of the adjust SDK, call the `Adjust.SetResponseDelegate`
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with the previously created method. It is also be possible to use a lambda with the same signature.
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3. If instead of using the `Adjust.prefab`, the `Adjust.cs` script was added to another `GameObject`.
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Adjust.setResponseDelegate(responseDelegate);
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}
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}
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public void responseDelegate (ResponseData responseData)
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{
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Debug.Log ("activityKind " + responseData.activityKindString);
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### 8. Disable tracking
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You can disable the adjust SDK from tracking by invoking the method `setEnabled`
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You can disable the adjust SDK from tracking by invoking the method `setEnabled`
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with the enabled parameter as `false`. This setting is remembered between sessions, but it can only
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be activated after the first session.
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VERSION

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3.2.3
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3.3.0

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