Unity
- 概述
- 基本設定
- 型別安全的事件傳送
- 標準事件目錄
- 疑難排解
AdStage Unity SDK v3.0 導入 型別安全的事件系統,可在編譯期防止錯誤,並與 Android/iOS 原生 SDK 完全相容。
- ✅ Android (API 21+)
- ✅ iOS (12.0+)
透過 Package Manager 安裝:
Window → Package Manager → + → Add package from git URL
https://github.com/nbase-io/NBase-SDK-Unity.git?path=/AdStageSDK-Package
或直接編輯 manifest.json:
{
"dependencies": {
"com.nbase.adstage": "https://github.com/nbase-io/NBase-SDK-Unity.git?path=/AdStageSDK-Package#3.0.0"
}
}
using AdStageSDK;
using UnityEngine;
public class GameManager : MonoBehaviour
{
void Start()
{
// AdStage 初始化
AdStage.Initialize(
apiKey: "your-api-key-here"
);
Debug.Log("✅ AdStage SDK 초기화 완료");
}
}
<manifest xmlns:android="http://schemas.android.com/apk/res/android">
<!-- 必要權限 -->
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
</manifest>
<!-- 網路使用權限 -->
<key>NSAppTransportSecurity</key>
<dict>
<key>NSAllowsArbitraryLoads</key>
<false/>
</dict>
using AdStageSDK;
using AdStageSDK.Models;
public class GameController : MonoBehaviour
{
void Start()
{
// 無參數的事件
AdStage.TrackEvent(AdStageEvent.Custom());
// 登入事件
AdStage.TrackEvent(
AdStageEvent.Login(method: "email")
);
}
}
// ✅ GOOD: 同時提供 value 與 currency
AdStage.TrackEvent(
AdStageEvent.Purchase(
value: 29.99,
currency: "USD",
transactionId: "TXN_123456"
)
);
// ❌ BAD: 僅提供 value 時會發生執行階段錯誤!
AdStage.TrackEvent(
AdStageEvent.Purchase(
value: 29.99 // ❌ 錯誤:currency 為必填!
)
);
// ✅ GOOD: 不帶 currency,僅提供 transactionId
AdStage.TrackEvent(
AdStageEvent.Purchase(
transactionId: "TXN_123456"
)
);
AdStage.TrackEvent(
AdStageEvent.Purchase(
value: 9900.0,
currency: "KRW",
transactionId: "ORDER_001"
),
onSuccess: (success) => {
Debug.Log("✅ 이벤트 전송 성공");
},
onError: (error) => {
Debug.LogError($"❌ 이벤트 전송 실패: {error}");
}
);
除標準事件之外,要傳送應用程式特有的事件時請使用 AdStageEvent.Custom。
若在參數中包含 event_name 鍵,該值會自動提升為實際的事件名稱並儲存至儀表板。
// 例:傳送名為 'promotion_click' 的自訂事件
var promotionParams = new Dictionary<string, object>
{
{ "event_name", "promotion_click" },
{ "promotion_id", "summer_sale_2025" },
{ "screen", "home_banner" }
};
AdStage.TrackEvent(AdStageEvent.Custom(promotionParams));
// 在儀表板中會以 "promotion_click" 事件收集
// 不帶 event_name 的一般自訂事件
var customParams = new Dictionary<string, object>
{
{ "action", "button_click" },
{ "button_id", "promo_banner" },
{ "screen", "home" },
{ "timestamp", DateTimeOffset.UtcNow.ToUnixTimeSeconds() }
};
AdStage.TrackEvent(AdStageEvent.Custom(customParams));
// 在儀表板中會以 "custom" 事件收集
// Click、View 也支援自由參數
var clickParams = new Dictionary<string, object>
{
{ "campaign_id", "SUMMER2025" },
{ "ad_group", "electronics" }
};
AdStage.TrackEvent(AdStageEvent.Click(clickParams));
AdStage Unity SDK 提供 46 個標準事件。
// 1. 廣告點擊
AdStage.TrackEvent(AdStageEvent.Click(
new Dictionary<string, object> { { "campaign_id", "CAMP_123" } }
));
// 2. 廣告曝光
AdStage.TrackEvent(AdStageEvent.View(
new Dictionary<string, object> { { "impression_id", "IMP_456" } }
));
// 3. 應用程式安裝
AdStage.TrackEvent(AdStageEvent.Install());
// 4. 自訂事件(以 event_name 指定事件名稱)
AdStage.TrackEvent(AdStageEvent.Custom(
new Dictionary<string, object> {
{ "event_name", "promotion_click" },
{ "promotion_id", "summer_sale_2025" }
}
));
// 1. 註冊完成
AdStage.TrackEvent(AdStageEvent.SignUp(method: "google"));
// 2. 註冊開始
AdStage.TrackEvent(AdStageEvent.SignUpStart());
// 3. 登入
AdStage.TrackEvent(AdStageEvent.Login(method: "email"));
// 4. 登出
AdStage.TrackEvent(AdStageEvent.Logout());
// 5. 應用程式首次啟動
AdStage.TrackEvent(AdStageEvent.FirstOpen());
// 1. 首頁畫面
AdStage.TrackEvent(AdStageEvent.HomeView());
// 2. 商品清單
AdStage.TrackEvent(AdStageEvent.ProductListView(itemCategory: "electronics"));
// 3. 搜尋結果
AdStage.TrackEvent(AdStageEvent.SearchResultView(searchTerm: "wireless headphones"));
// 4. 商品詳情
AdStage.TrackEvent(AdStageEvent.ProductDetailsView(
itemId: "PROD_123",
itemName: "Wireless Earbuds"
));
// 5. 頁面瀏覽(Web)
AdStage.TrackEvent(AdStageEvent.PageView(
pageUrl: "https://example.com/products",
pageTitle: "Products"
));
// 6. 畫面瀏覽(Unity Scene)
AdStage.TrackEvent(AdStageEvent.ScreenView(
screenName: "MainMenu",
screenClass: "MainMenuScene"
));
// 1. 加入購物車
var cartItem = new EcommerceItem(
itemId : "PROD_123",
itemName : "Wireless Earbuds",
price : 99000.0,
quantity : 1
);
AdStage.TrackEvent(AdStageEvent.AddToCart(
value: 99000.0,
currency: "KRW",
items: new List<EcommerceItem> { cartItem }
));
// 2. 從購物車移除
AdStage.TrackEvent(AdStageEvent.RemoveFromCart(
value: 50000.0,
currency: "KRW"
));
// 3. 加入願望清單
AdStage.TrackEvent(AdStageEvent.AddToWishlist(
itemId: "PROD_456",
itemName: "Smart Watch"
));
// 4. 輸入付款資訊
AdStage.TrackEvent(AdStageEvent.AddPaymentInfo(paymentType: "credit_card"));
// 5. 開始結帳
AdStage.TrackEvent(AdStageEvent.BeginCheckout(
value: 150000.0,
currency: "KRW"
));
// 6. 購買完成 ⭐⭐⭐
var purchaseItems = new List<EcommerceItem>
{
new EcommerceItem(
itemId: "PROD_123",
itemName: "Wireless Earbuds",
price: 126000.0,
quantity: 1
)
};
AdStage.TrackEvent(AdStageEvent.Purchase(
value: 129000.0,
currency: "KRW",
transactionId: "ORDER_20250105_001",
tax: 12900.0,
shipping: 3000.0,
coupon: "SUMMER2025",
items: purchaseItems
));
// 7. 退款
AdStage.TrackEvent(AdStageEvent.Refund(
transactionId: "ORDER_20250105_001",
value: 129000.0,
currency: "KRW"
));
// 1. 新手教學開始
AdStage.TrackEvent(AdStageEvent.TutorialBegin(
new Dictionary<string, object> { { "tutorial_id", "intro" } }
));
// 2. 新手教學完成
AdStage.TrackEvent(AdStageEvent.TutorialComplete(
new Dictionary<string, object> { { "duration_seconds", 120 } }
));
// 3. 升級
AdStage.TrackEvent(AdStageEvent.LevelUp(
level: 25,
character: "warrior"
));
// 4. 達成成就
AdStage.TrackEvent(AdStageEvent.Achievement(achievementId: "first_win"));
// 1. 搜尋
AdStage.TrackEvent(AdStageEvent.Search(searchTerm: "gaming laptop"));
// 2. 分享
AdStage.TrackEvent(AdStageEvent.Share(
contentType: "product",
method: "kakao"
));
// 3. 廣告點擊
AdStage.TrackEvent(AdStageEvent.AdClick(adPlatform: "unity", adSource:"unity_source", adFormat:"unity_format", adUnitName: "AD_12345"));
// 1. 遊戲遊玩
AdStage.TrackEvent(AdStageEvent.GamePlay(
level: 10,
levelName: "Dragon's Lair",
character: "mage",
contentType: "dungeon"
));
// 2. 取得獎勵
AdStage.TrackEvent(AdStageEvent.AcquireBonus(
contentType: "reward",
itemId: "ITEM_123",
itemName: "Gold Chest",
quantity: 1
));
// 3. 選擇遊戲伺服器
AdStage.TrackEvent(AdStageEvent.SelectGameServer(
contentId: "SERVER_01",
contentType: "pvp",
itemName: "Asia Server"
));
// 4. 修補完成
AdStage.TrackEvent(AdStageEvent.CompletePatch(
contentId: "PATCH_2.1.0",
contentType: "update"
));
// 1. 開始免費試用
AdStage.TrackEvent(AdStageEvent.StartTrial(
value: 9900.0,
currency: "KRW",
trialDays: 14
));
// 2. 開始訂閱
AdStage.TrackEvent(AdStageEvent.Subscribe(
value: 9900.0,
currency: "KRW",
subscriptionId: "premium_monthly"
));
// 3. 取消訂閱
AdStage.TrackEvent(AdStageEvent.Unsubscribe(subscriptionId: "premium_monthly"));
這是正常行為! 在 Editor 中只會輸出記錄,不會實際傳送。
確認方式:
#if UNITY_EDITOR
Debug.Log("📊 [Editor Mode] 이벤트는 실제 기기에서만 전송됩니다");
#endif
檢查清單:
- 確認 Logcat:
adb logcat | grep -i adstage
- 網際網路權限:確認 AndroidManifest.xml 中是否有 INTERNET 權限
- 停用 Minify(測試用):確認 ProGuard/R8 設定
// 以偵錯版本進行測試
BuildOptions options = BuildOptions.Development | BuildOptions.AllowDebugging;
檢查清單:
- 確認 Xcode Console:查看錯誤訊息
- Framework 連結:確認是否已嵌入 AdapterAdStage.framework
- Bitcode 設定:在 Build Settings 中停用 Bitcode
解決方式:
// 建立 link.xml 檔案
<linker>
<assembly fullname="AdStageSDK" preserve="all"/>
<assembly fullname="AdStageSDK.Models" preserve="all"/>
</linker>
問題:
System.ArgumentException: Invalid JSON
解決方式:
// 確認 Dictionary 的值是否為 null
var parameters = new Dictionary<string, object>
{
{ "key1", value ?? "default" },
{ "key2", string.IsNullOrEmpty(value2) ? "unknown" : value2 }
};
// ❌ 2 碼代碼
AdStageEvent.Purchase(value: 100.0, currency: "KR")
// ValidationException: "Currency must be 3-letter ISO 4217 code"
// ✅ 3 碼 ISO 4217 代碼
AdStageEvent.Purchase(value: 100.0, currency: "KRW") // 韓元
AdStageEvent.Purchase(value: 100.0, currency: "USD") // 美元
AdStageEvent.Purchase(value: 100.0, currency: "JPY") // 日圓
Q:可以在 Unity Editor 中測試嗎?
A:在 Editor 中只會輸出記錄。實際測試必須在實機上進行。
Q:在 Android 與 iOS 上的運作方式相同嗎?
A:是的,46 個事件的運作方式完全相同。
Q:可以與 Unity IAP 一起使用嗎?
A:可以,在 ProcessPurchase 回呼中呼叫 AdStage 事件即可。
Q:離線狀態下也能運作嗎?
A:可以,原生 SDK 會自動將事件存入佇列,並在網路恢復時傳送。
Q:自訂事件該如何傳送?
A:使用 AdStageEvent.Custom(new Dictionary<string, object> {...})
聯絡方式:
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