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AppsFlyer Native PC Unity 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 Native PC game.

AppsflyerModule - Interface

AppsflyerModule.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

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


// for regular init
AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << APP_ID >>, this);

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


  • DEV_KEY: Get from the marketer or AppsFlyer HQ.
  • APP_ID: The app id on Appsflyer HQ
  • MonoBehaviour mono:
  • bool isSandbox: Whether to activate sandbox mode. False by default.


This method sends first open/session requests to AppsFlyer.

Chữ ký phương thức

void Start(bool skipFirst = false)


// without the flag

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


Once this method is invoked, our SDK no longer communicates with our servers and stops functioning.
Useful 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)


// 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_price", 6.66);
event_parameters.Add("af_revenue", 12.12);
// send logEvent request
afm.LogEvent(event_name, event_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: "2023-03-01T23:12:34+00:00"

Chữ ký phương thức

bool IsInstallOlderThanDate(string datestring)


// 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");


Setting your own customer ID enables you to cross-reference your own unique ID with AppsFlyer’s unique ID and other devices’ IDs.
This ID is available in raw-data reports and in the Postback APIs for cross-referencing with your internal IDs.
Can be used only before calling Start().

Chữ ký phương thức

void SetCustomerUserId(string cuid)


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


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()


AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << APP_ID >>, this);
string af_uid = afm.GetAppsFlyerUID();

Running the sample app

  1. Open Unity hub and open the project.
  2. Use the sample code in AppsflyerScript.cs and update it with your DEV_KEY and APP_ID.
  3. Add the AppsflyerScript 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 Native PC game


  1. Add the script from Assets/AppsflyerModule.cs to your app.
  2. Use the sample code in Assets/AppsflyerScript.cs and update it with your DEV_KEY and APP_ID.
  3. Initialize the SDK.
AppsflyerModule afm = new AppsflyerModule(<< DEV_KEY >>, << APP_ID >>, this);
  1. Start the AppsFlyer integration.
  2. Report in-app events.

Resetting the attribution

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