Helika Unity SDK

Helika Unity SDK Docs

The Helika Unity SDK mirrors the functionalities of the Web SDK, catering specifically to Unity game developers. This integration facilitates the seamless inclusion of Helika services into your games. By incorporating the Helika Unity SDK, you gain effortless access to the complete range of Helika capabilities, empowering you to construct robust and scalable solutions with ease.

Features

  • Streamline integration with Helika services
  • Access to a wide range of Helika APIs

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Current Version: 0.3.0

Installation

You can download the Helika.unitypackage from our github repository.

To install, open your Unity game in unity hub. Go to Assets->Import Package-> Custom Package , navigate to the folder where you stored the Helika.unitypackage file, and select it.

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Packages update from 0.2.x

Not all packages from 0.2.x versions will be needed. Specifically, only Newtonsoft is required. You can remove the following packages from the Helika/Packages folder:

  • Kochava
  • PlayServicesResolver
  • ExternalDependencyManager

Feel free to uncheck plugins (like Newtonsoft) that you don't need or is already in your project.

Upgrading your version

You can download the Helika.unitypackage from our github repository.

To upgrade the Helika SDK, open your Unity game in unity hub. Go to Assets->Import Package-> Custom Package , navigate to the folder where you stored the Helika.unitypackage file, and select it.

You can also drag and drop the downloaded unitypackage file in the Unity Editor.

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Upgrading to v.0.3.0

Upgrading to v.0.3.0 has some breaking changes in the code. Please read through this doc to see which areas change. They will be marked.

Quick Start

You’ll need a Helika API Key in order to instantiate the Helika.EventManager. Please reach out to your Client Success Manager in order to receive an API key for your organization.

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API Keys in v.0.3.x

In the previous version, Helika API keys looked like this: <api_key1>.<api_key2>

In v.0.3.x, we've removed some dependencies that require the api_key2. You'll need to update the API key that you have from <api_key1>.<api_key2> to <api_key1> by removing the .<api_key2> part.

You can also opt to create a new API key in our API keys dashboard in the Helika Portal.

To instantiate an object, you can simply select an object in your scene and select Add Component in the Inspector.

Select the Helika Asset Script

You'll need to set:

  • Api Key which comes from https://portal.helika.io
  • Game ID which is simply an identifier and filter for the set of events from this game
  • Helika Env to Localhost, Develop, or Production
  • Telemetry to None, TelemetryOnly or All

Optionally:

  • Set Print Events to Console (default: true)
  • Set Player Id, which simply appends the specific player_id to all events. You can programatically add this at any time by calling EventManager.SetUserDetails()

The HelikaAssetScript is just a simple script to show you how to initialize the Event Manager and fire events.

Telemetry Level

Telemetry Level indicates the data that will be collected.

  • None - No event is being sent to Helika. You would use this to test events locally. Make sure to have "Print Events To Console" checked
  • TelemetryOnly - We will only collect event data. No evice information is collected. (UserDetails and AppDetails objects will still be appended)
  • All - We will collect user and device information in addition to game events.

Note: When it's set to Localhost, the helika events will only be printed in the Console. It will say whether the event is 'Sent' or 'Print Only'"

Programmatic Initialization

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0.3.x update

Please make note of the initialization updates in 0.3.x. These are breaking changes going from 0.2.x. to 0.3.x

Here is a quick script to add somewhere in your initialization scripts.

// The EventManager is a singleton, so it only needs to be initalized once
// at the start of the game. Every subsequent use of the EventManager can simply
// use the EventManager.Instance
void Start()
{
  eventManager = EventManager.Instance;
  eventManager.SetUserDetails(
    new JObject(
      new JProperty("user_id", playerId),
      new JProperty("email", "[email protected]"),
      new JProperty("wallet", "0x8540507642419A0A8Af94Ba127F175dA090B58B0")
    )
  );
  eventManager.SetAppDetails(
    new JObject(
      new JProperty("platform_id", "Android"),
      new JProperty("client_app_version", "0.0.1"),
      new JProperty("server_app_version", null),
      new JProperty("store_id", "EpicGames"),
      new JProperty("source_id", null)
    )
  );
  eventManager.Init(apiKey, gameId, HelikaEnvironment.Develop, TelemetryLevel.All, false);
}

The EventManager is a singleton so it only needs to be initialized once at the start of the game.

Any data in the UserDetails and AppDetails is appended to events sent. UserDetails will only be added to events sent using EventManager.SendUserEvent(), but AppDetails will be appended to both EventManager.SendEvent() and EventManager.SendUserEvent() and its variations.

You can set UserDetails and AppDetails by calling eventManager.SetUserDetials() and eventManager.SetAppDetails() any time you need to make changes to these objects. They will replace the existing details object.

You can reset the UserDetails by passing an object with "user_id" field set to null

// Log out user
eventManager.SetUserDetails(
  new JObject(
    new JProperty("user_id", null)
  )
);

// Clear and Reset User Details
JObject logoutEvent = new JObject(
  new JProperty("event_type", "logout"),
  new JProperty("event", new JObject(
    new JProperty("event_sub_type", "user_logged_out")
  )
               )
);
eventManager.SendUserEvent(logoutEvent);


// Set New User info
eventManager.SetUserDetails(
  new JObject(
    new JProperty("user_id", "new_player_id")
  )
);
// Clear and Reset User Details
JObject loginEvent = new JObject(
  new JProperty("event_type", "login"),
  new JProperty("event", new JObject(
    new JProperty("event_sub_type", "user_logged_in")
  )
               )
);
eventManager.SendUserEvent(loginEvent);

PII Tracking

By default, PII Tracking is set to False on initialization unless you set the TelemetryLevel to All. You can opt to enable or disable PII Tracking by calling EventManager.SetPIITracking(true). When setting the PII Tracking to true, you can force it to send an event to log PII: EventManager.SetPIITracking(true, true);

var piiTracking = eventManager.GetPIITracking();
eventManager.SetPIITracking(!piiTracking, true);

Sending Events

Once the EventManager is initialized somewhere, you can simply call the EventManager.Instance.SendUserEvent() for user-specific events or await EventManager.Instance.SendEvent() for non user-specific events(s).

There are several different ways to send an event, please use whichever is most applicable to your application.

Review the HelikaAssetScript.cs file to get assist in event sending procedures.

// This is an example of sending a single user event
JObject playerKilledEvent = new JObject(
  new JProperty("event_type", "player_event"),
  new JProperty("event", new JObject(
    new JProperty("event_sub_type", "player_killed"),
    new JProperty("user_id", 10),
    new JProperty("damage_amount", 40),
    new JProperty("bullets_fired", 15),
    new JProperty("map", "arctic")
  )
               )
);
eventManager.SendUserEvent(playerKilledEvent);

// This is an example of sending multiple events at once
JObject evt1 = new JObject(
  new JProperty("event_type", "bomb_event"),
  new JProperty("event", new JObject(
    new JProperty("event_sub_type", "bomb_planted"),
    new JProperty("map", "arctic"),
    new JProperty("team", "counter-terrorists")
  )
               )
);

JObject evt2 = new JObject(
  new JProperty("event_type", "bomb_event"),
  new JProperty("event", new JObject(
    new JProperty("event_sub_type", "bomb_diffused"),
    new JProperty("map", "arctic"),
    new JProperty("team", "counter-terrorists"),
    new JProperty("duration", 10210.121)
  )
               )
);
eventManager.SendUserEvents(new JArray() { evt1, evt2 });

// This is an example of a non-user event. For Non-user events, we don't automatically append user information
JObject winEvent = new JObject(
  new JProperty("event_type", "game_finished"),
  new JProperty("event", new JObject(
    new JProperty("event_sub_type", "win_results"),
    new JProperty("winner", "counter-terrorists"),
    new JProperty("map", "arctic")
  )
               )
);
eventManager.SendEvent(winEvent);

// With Dictionary
Dictionary<string, object> dictionary = new Dictionary<string, object>
{
  { "name", "John" },
  { "age", 30 },
  { "isMember", true }
};

// Convert dictionary to JObject
JObject evt = JObject.FromObject(dictionary);
eventManager.SendUserEvent(evt);

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JObject

In 0.3.x, we've opted to remove dictionaries as an input parameter for sending events. We only accept JObjects as paramters in SendUserEvent() and SendEvent()

When upgrading to 0.3.x and you're passing in a Dictionary<string, object>, please add the following change before sending the event:

JObject evt = JObject.FromObject(dictionary); eventManager.SendEvent(evt)

API Reference

Conventions

HelikaEnvironment

public enum HelikaEnvironment
{
  Localhost,
  Develop,
  Production
}

TelemetryLevel

public enum TelemetryLevel
{
  None,
  TelemetryOnly,
  All
}

Game Event Taxonomy

For our event processors to effectively parse your events, they must adhere to a specific set of guidelines.

Example Event for SendUserEvents()

{
  "event_type": "user_download",
  "event": {
    "event_sub_type": "epic_games_download",
    "player_id": "user_1",
    "win_number": 1,
    "wallet": "0x4kd...."
  }
}

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Required Info in the event taxonomy

Please make sure that you add an event_type and event_sub_type to the event, otherwise, it will not be sent and will throw an error.

Automatic Data Capture

The Helika SDK automatically appends selected data fields in the event along side your customized data event.

FieldTypeRequired/OptionalDescription
game_idstringrequiredThe Game ID that we will use to identify your game's events (if set in the event itself, that overrides the default game_id set on initialization
created_atDateTimerequiredThe timestamp when the event was created.
session_idu4requiredThe sdk generates a new Session ID when the Helika Object is created.
event.user_detailsobjectrequiredThe object that contains user specific information and appends it to the event.
event.app_detailsobjectrequiredThis object contains app specific information like version and capabilities

Methods

NameURLParameterDescription
InitializerEventManager.Init()apiKey: string
gameId: string
env: HelikaEnvironment
enabled: boolean
Constructs the EventManager Instance
InstanceInstanceThe singleton instance of the EventManager
Get/Set User DetailsEventManager.GetUserDetails() / EventManager.SetUserDetails{
"user_id": 1
}
Set User Details object that will get appended to all user events
Get/Set App DetailsEventManager.GetAppDetails() / EventManager.SetAppDetailsSet App Details for the application that is appended to all events
Send Single EventEventManager.SendEvent()eventName: JObjectSend a Single Event in JObject format
Send Multiple Instances of an EventEventManager.SendEvents()events: JObject[]Send Instances of a single user event format
Send Single User EventEventManager.SendUserEvent()eveventName: JObjectSend a multiple Event in JObject format.
Send Multiple User EventsEventManager.SendUserEvents()eventName: JObject[]SSend Instances of a multiple user event format
Set PII TrackingEventManager.SetPIITracking()_piiTracking: booleanSets whether or not we send PII Tracking data in the session create.

Platforms

Requirements:

  • Android API 16
  • iOS Target 12.4
  • Xcode 14.1
  • Unity 2019.4
  • Scripting Runtime 4.x Equivalent

Supported Platforms:

  • Android
  • iOS
  • Linux
  • MacOS
  • WebGL
  • Windows Desktop
  • Windows Store (UWP)
  • VR Hardware:
    • Oculus Rift
    • Oculus Quest
    • HTC Vive
    • Valve Index

Validation

It is recommended that you verify events are being ingested correctly by sending some test events via the SDK. Successfully sent events should have a 200 status response.

Check within your portal for the events to appear in the Data Ingestion Summary.

The Data Ingestion Summary report can be found in the side menu:

  • Data Summary > Data Ingestion Summary

The Data Ingestion Summary will display information such as:

  • Which environment the events are being sent to
  • Total Event Volumes
  • Types, and Sub Types Seen
  • A table for the raw event stream, with raw payload.

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Ingestion Delays

Please expect up to the following delays during event processing, before results are populated:

  • Production: 15 minutes
  • Development: 2 hours

After seeing some test events appear, this report can be used to monitor your ongoing events and event volumes, as they are added.

Change Log

v0.3.0

  • Updated to Taxonomy 2.0
  • Simplified Event Sending
  • Removed Kochava dependencies.

v0.2.0

  • Removed AsyncAwait library
  • Added TelemetryLevel Enum
  • Updated EventLogs