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AppsFlyer Unity Epic SDK integration

AppsFlyer empowers gaming marketers to make better decisions by providing powerful tools to perform cross-platform attribution.

Game attribution requires the game to integrate the AppsFlyer SDK that records first opens, consecutive sessions, and in-app events. For example, purchase events.
We recommend you use this sample app as a reference for integrating the AppsFlyer SDK into your Unity Epic game.

Note: The sample code that follows is supported in a both Windows & Mac environment.

AppsflyerEpicModule - Interface

AppsflyerEpicModule.cs, included in the scenes folder, contains the required code and logic to connect to AppsFlyer servers and report events.


This method receives your API key, app ID, the parent MonoBehaviour and a sandbox mode flag (optional, false by default) and initializes the AppsFlyer Module.

Chữ ký phương thức

AppsflyerEpicModule(string appid, string devkey, MonoBehaviour mono, bool isSandbox = false)


  • DEV_KEY: Get from the marketer or AppsFlyer HQ.
  • EPIC_APP_ID: Found in the Epic store link
  • MonoBehaviour mono: the parent MonoBehaviour.
  • bool isSandbox: Whether to activate sandbox mode. False by default. This option is for debugging. With the sandbox mode, AppsFlyer dashboard does not show the data.


// for regular init
AppsflyerEpicModule afm = new AppsflyerEpicModule(<< DEV_KEY >>, << EPIC_APP_ID >>, this);

// for init in sandbox mode (reports the events to the sandbox endpoint)
AppsflyerEpicModule afm = new AppsflyerEpicModule(<< DEV_KEY >>, << EPIC_APP_ID >>, this, true);


This method sends first open/session requests to AppsFlyer.

Chữ ký phương thức

void Start(bool skipFirst = false)

Đối số

  • bool skipFirst: Determines whether or not to skip first open events and send session events. The value is false by default. If true , first open events are skipped and session events are sent. See example


// without the flag

// with the flag
bool skipFirst = [SOME_CONDITION];


This method stops the SDK from functioning and communicating with AppsFlyer servers. It's used when implementing user opt-in/opt-out.

Chữ ký phương thức

void Stop()


// Starting the SDK
// ...
// Stopping the SDK, preventing further communication with AppsFlyer


This method receives an event name and JSON object and sends an in-app event to AppsFlyer.

Chữ ký phương thức

void LogEvent(
      string event_name,
      Dictionary<string, object> event_parameters,
      Dictionary<string, object> event_custom_parameters = null


  • string event_name: the name of the event.
  • Dictionary<string, object> event_parameters: dictionary object which contains the predefined event parameters.
  • Dictionary<string, object> event_custom_parameters: (non-mandatory): dictionary object which contains the any custom event parameters.


// set event name
string event_name = "af_purchase";
// set event values
Dictionary<string, object> event_parameters = new Dictionary<string, object>();
event_parameters.Add("af_currency", "USD");
event_parameters.Add("af_revenue", 12.12);
// send logEvent request
afm.LogEvent(event_name, event_parameters);

// send logEvent request with custom params
Dictionary<string, object> event_custom_parameters = new Dictionary<string, object>();
event_custom_parameters.Add("goodsName", "新人邀约购物日");
afm.LogEvent(event_name, event_parameters, event_custom_parameters);


This method receives a date string and returns true if the game folder creation date is older than the date string. The date string format is: "2023-03-13T10:00:00+00:00"

Chữ ký phương thức

bool IsInstallOlderThanDate(string datestring)


  • string datestring: Date string in yyyy-mm-ddThh:mm:ss+hh:mm format.


// the creation date in this example is "2023-03-23T08:30:00+00:00"
bool newerDate = afm.IsInstallOlderThanDate("2023-06-13T10:00:00+00:00");
bool olderDate = afm.IsInstallOlderThanDate("2023-02-11T10:00:00+00:00");

// will return true
Debug.Log("newerDate:" + (newerDate ? "true" : "false"));
// will return false
Debug.Log("olderDate:" + (olderDate ? "true" : "false"));

// example usage with skipFirst -
// skipping if the install date is NOT older than the given date
bool IsInstallOlderThanDate = afm.IsInstallOlderThanDate("2023-02-11T10:00:00+00:00");


Nhận ID thiết bị duy nhất của AppsFlyer. SDK sẽ tạo ra một ID thiết bị duy nhất của AppsFlyer khi cài đặt ứng dụng. Khi SDK khởi động, ID này sẽ được ghi nhận là ID của lượt cài đặt ứng dụng đầu tiên.

Chữ ký phương thức

void GetAppsFlyerUID()


AppsflyerEpicModule afm = new AppsflyerEpicModule(<< DEV_KEY >>, << EPIC_APP_ID >>, this);
string af_uid = afm.GetAppsFlyerUID();


This method sets a customer ID that enables you to cross-reference your unique ID with the AppsFlyer unique ID and other device IDs. Note: You can only use this method before calling Start().
The customer ID is available in raw data reports and in the postbacks sent via API.

Chữ ký phương thức

void SetCustomerUserId(string cuid)


  • string cuid: Custom user id.


AppsflyerEpicModule afm = new AppsflyerEpicModule(DEV_KEY, STEAM_APP_ID, this);


This method lets you configure which partners should the SDK exclude from data-sharing. Partners that are excluded with this method will not receive data through postbacks, APIs, raw data reports, or any other means.

Chữ ký phương thức

public void SetSharingFilterForPartners(List<string> sharingFilter)


  • List<string> sharingFilter: a list of partners to filter. For example: new List<string>() {"partner1_int", "partner2_int"};


AppsflyerEpicModule afm = new AppsflyerEpicModule(DEV_KEY, APP_ID, this);

// set the sharing filter
var sharingFilter = new List<string>() {"partner1_int", "partner2_int"};

// start the SDK (send firstopen/session request)

Running the sample app

  1. Open Unity hub and open the project.
  2. Use the sample code in AppsflyerEpicScript.cs and update it with your DEV_KEY and APP_ID (in the gaming object).
  3. Add the AppsflyerEpicScript to an empty game object (or use the one in the scenes folder):
  4. Launch the sample app via the Unity editor and check that your debug log shows the following message:
  5. After 24 hours, the AppsFlyer dashboard updates and shows organic and non-organic installs and in-app events.

Implementing AppsFlyer in your Epic game


  1. Add EOS to your Unity project. Follow the Epic Online Services Unity plugin instructions and add it through your package manager.
  2. Add EOSManager.cs to a game object.
  3. Add the script from Assets/Scenes/AppsflyerEpicModule.cs to your app.
  4. Use the sample code in Assets/Scenes/AppsflyerEpicScript.cs and update it with your DEV_KEY and APP_ID.
  5. Initialize the SDK.
AppsflyerEpicModule afm = new AppsflyerEpicModule(<< DEV_KEY >>, << EPIC_APP_ID >>, this);
  1. Start the AppsFlyer integration.
  2. Report in-app events.

Resetting the attribution

  1. Delete the PlayerPrefs data the registry/preferences folder, or use PlayerPrefs.DeleteAll() when testing the attribution in the UnityEditor.
    AF guid & counter in the Windows Registry