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Copy file name to clipboardExpand all lines: README.md
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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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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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@@ -117,7 +117,7 @@ file `AdjustAndroidManifest.xml`. If there is already an `AndroidManifest.xml` f
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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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