Sourcepoint's plug and play Unity SDK can be integrated with both Android and iOS.
Note: The Unity SDK can not be demoed using Unity's Editor since it embeds native SDKs and those only work in their respective platforms.
Additionally, this SDK utilizes ExternalDependencyManager by Google in order to fetch native SDKs and their dependencies. Ensure all the dependencies mentioned inAssets/ExternalDependencyManager/Editor/SourcepointDependencies.xml
are resolved before building your application.
To start, include the following library namepsace in your script:
using ConsentManagementProviderLib;
Construct List<SpCampaign>
which contains SpCampaign
objects. Each SpCampaign
object should consist of CAMPAIGN_TYPE
along with the TargetingParams
you need.
List<SpCampaign> spCampaigns = new List<SpCampaign>();
List<TargetingParam> gdprParams = new List<TargetingParam> { new TargetingParam("location", "EU") };
SpCampaign gdpr = new SpCampaign(CAMPAIGN_TYPE.GDPR, gdprParams);
spCampaigns.Add(gdpr);
List<TargetingParam> ccpaParams = new List<TargetingParam> { new TargetingParam("location", "US") };
SpCampaign ccpa = new SpCampaign(CAMPAIGN_TYPE.CCPA, ccpaParams);
spCampaigns.Add(ccpa);
List<TargetingParam> ios14Params = new List<TargetingParam>();
SpCampaign ios14 = new SpCampaign(CAMPAIGN_TYPE.IOS14, ios14Params);
spCampaigns.Add(ios14);
List<TargetingParam> usnatParams = new List<TargetingParam> { new TargetingParam("location", "US") };
SpCampaign usnat = new SpCampaign(CAMPAIGN_TYPE.USNAT, usnatParams);
spCampaigns.Add(usnat);
In order to instantiate & trigger Consent Message Web View
, you must call the CMP.Initialize
function in Awake
along with spCampaigns
, accountId
, propertyId
, propertyName
, gdpr
, ccpa
, usnat
,gdprPmId
, ccpaPmId
, usnatPmId
and language
.
Additionally, you can also specify a messageTimeout
which, by default, is set to 30 seconds.
CMP.Initialize(spCampaigns: spCampaigns,
accountId: 22,
propertyId: 16893,
propertyName: "mobile.multicampaign.demo",
gdpr: true,
ccpa: true,
usnat: true,
language: MESSAGE_LANGUAGE.ENGLISH,
gdprPmId: "488393",
ccpaPmId: "509688",
usnatPmId: "943886",
campaignsEnvironment: CAMPAIGN_ENV.PUBLIC,
messageTimeoutInSeconds: 30,
transitionCCPAAuth: false,
supportLegacyUSPString: false);
Field | Description |
---|---|
spCampaigns |
List with campaigns launched on the property through the Sourcepoint portal |
accountId |
Organization's account ID found in the Sourcepoint portal |
propertyId |
ID for property found in the Sourcepoint portal |
propertyName |
Name of property found in the Sourcepoint portal |
language |
Force a message to be displayed in a certain language. Look MESSAGE_LANGUAGE for all available languages |
gdprPmId |
Id of the privacy manager for gdpr campaign |
ccpaPmId |
Id of the privacy manager for ccpa campaign |
usnatPmId |
Id of the privacy manager for usnat campaign |
transitionCCPAAuth |
Transfer opt-in/opt out preferences from U.S. Privacy (Legacy) to U.S. Multi-State Privacy ios, android |
supportLegacyUSPString |
Support U.S. Privacy (Legacy) with U.S. Multi-State Privacy ios |
Note: It may take a frame to initialize the CMP library, so we strongly recommend that you
Initialize
inAwake
separately fromLoadMessage
. We recommend that youLoadMessage
inStart
(see example below).
When the SDK receives the LoadMessage
call, it will instantiate a webview if the end-user needs to see a message.
If there is a consent profile associated with authId
, the SDK will bring the consent data from the server, overwriting whatever was stored in the device.
private void Start()
{
CMP.LoadMessage(authId: null); // or pass it a String if you wish to use authenticated consent
}
Utilize the following method if an end-user requests to have their data deleted:
private void ClearData()
{
CMP.ClearAllData();
}
In order to free memory, call Dispose
as illustrated in the following example :
private void OnDestroy()
{
CMP.Dispose();
}
If you need library logs, you can use this:
CmpDebugUtil.EnableCmpLogs(true)
Consent callbacks allow you to track progress and receive updates of user interaction. We provide the following interfaces:
Callback | Description |
---|---|
IOnConsentUIReady |
Triggered when web view UI is ready and about to show |
IOnConsentAction |
Triggered when user made an action, provides you instance of enum CONSENT_ACTION_TYPE . See below for more information. |
IOnConsentError |
Triggered when something went wrong, provides you instance of Exception |
IOnConsentUIFinished |
Triggered when user interaction with web view UI is done and view is about to disappear |
IOnConsentReady |
Triggered when server successfully reacted to user's consent, provides you SpConsent object with consent info |
IOnConsentAction
is triggered when the user takes an action in the first layer message or privacy manager, and provides you an instance of SpAction
which contains:
- The enumeration of type
CONSENT_ACTION_TYPE
which indicates the type of action:
public enum CONSENT_ACTION_TYPE
{
SAVE_AND_EXIT = 1,
PM_DISMISS = 2,
CUSTOM_ACTION = 9,
ACCEPT_ALL = 11,
SHOW_OPTIONS = 12,
REJECT_ALL = 13,
MSG_CANCEL = 15,
}
CustomActionId : String
- If the type of action is Custom, this attribute will contain the id you assigned to it when building the message in our message builder. In other cases the line is empty.
After you have created your own script which derives from MonoBehaviour
and attached this component to your GameObject
you should perform the following:
Inherit your script from any number of interfaces from the IConsentEventHandler
list you are interested in and implement its method(s).
Example
Suppose you want to handle exception callback viaIOnConsentErrorEventHandler
, and you already implementedIOnConsentErrorEventHandler
inheritance andOnConsentError
method in your script and attached this script to genericGameObject
in hierarchy. What's next?
public class ConsentEventHandler : MonoBehaviour, IOnConsentError
{
public void OnConsentError(Exception exception)
{
Debug.LogError("Oh no, an error! " + exception.Message);
}
}
Register your gameObject
(which implements any inheritor of IConsentEventHandler
interface) as an event listener with ConsentMessenger.AddListener
static method. It can be registered any time before you call the LoadMessage
method (Awake
, Start
is enough, but you can adopt the registration to your own logic).
In the example below, we have added the current
gameObject
as listener forIOnConsentError
events.
The event will be executed on all components of the game object that can handle it, regardless of whether they are subscribed or not if at least one have registered thegameObject
as a listener.
void Awake()
{
ConsentMessenger.AddListener<IOnConsentError>(this.gameObject);
}
You should also unregister your listener when it becomes unnecessary due to garbage collection. OnDestroy
is enough for our purposes:
private void OnDestroy()
{
ConsentMessenger.RemoveListener<IOnConsentError>(this.gameObject);
}
The solution is ready. Configure it and deploy!
Both calling & handling workflows are implemented in the ConsentMessageProvider
and ConsentEventHandler
scripts of our example app accordingly. Feel free to use these components.
using ConsentManagementProviderLib;
using System;
using UnityEngine;
public class ConsentEventHandler : MonoBehaviour, IOnConsentUIReady, IOnConsentAction, IOnConsentError, IOnConsentUIFinished, IOnConsentReady
{
void Awake()
{
ConsentMessenger.AddListener<IOnConsentUIReady>(this.gameObject);
ConsentMessenger.AddListener<IOnConsentAction>(this.gameObject);
ConsentMessenger.AddListener<IOnConsentError>(this.gameObject);
ConsentMessenger.AddListener<IOnConsentUIFinished>(this.gameObject);
ConsentMessenger.AddListener<IOnConsentReady>(this.gameObject);
}
public void OnConsentUIReady()
{
Debug.LogWarning("User will be shown the web view with series of consent messages!");
}
public void OnConsentAction(SpAction action)
{
Debug.LogWarning($"User made action={action.Type} and customActionId={action.CustomActionId} action with consent view!");
}
public void OnConsentError(Exception exception)
{
Debug.LogError("Oh no, an error! " + exception.Message);
}
public void OnConsentUIFinished()
{
Debug.LogWarning("User has interacted with the web view consent message and it is disappeared!");
}
public void OnConsentReady(SpConsents spConsents)
{
Debug.Log($"The user interaction on consent messages is done. You can use the spConsent info; " +
$"\n If it was the last from the series of consents, you can continue user's gaming experience!" +
$"\n {spConsents.ToString()}");
}
private void OnDestroy()
{
ConsentMessenger.RemoveListener<IOnConsentUIReady>(this.gameObject);
ConsentMessenger.RemoveListener<IOnConsentAction>(this.gameObject);
ConsentMessenger.RemoveListener<IOnConsentError>(this.gameObject);
ConsentMessenger.RemoveListener<IOnConsentUIFinished>(this.gameObject);
ConsentMessenger.RemoveListener<IOnConsentReady>(this.gameObject);
}
}
Once a player has completed the consent flow, you might want to provide a way for them to resurface the privacy manager so they can see/manage their consents on an ongoing basis. To do this, we provide the LoadPrivacyManager
method. The following code snippet will show a GDPR privacy manager with the default tab open.
public void OnPrivacyManagerButtonClick()
{
CMP.LoadPrivacyManager(campaignType: CAMPAIGN_TYPE.GDPR,
pmId: "488393",
tab: PRIVACY_MANAGER_TAB.DEFAULT);
}
Below is a list of available tabs in a GDPR privacy manager:
public enum PRIVACY_MANAGER_TAB
{
DEFAULT = 0,
PURPOSES = 1,
VENDORS = 2,
FEATURES = 3
}
This getter is used to retrieve SpConsents
data. After calling, it checks the platform (Android or iOS) and returns the SPConsents
structure:
SpConsents
|-- gdpr?
| |-- applies: bool
| |-- consents: GdprConsent
| |-- uuid: String?
| |-- tcData: Map<String, String>
| |-- grants: Map<String, GDPRPurposeGrants>
| |-- euconsent: String
| |-- acceptedCategories: List<String>
| |-- consentStatus: ConsentStatus
| |-- googleConsentMode: SPGCMData?
| |-- adStorage: SPGCMData.Status?
| |-- analyticsStorage: SPGCMData.Status?
| |-- adUserData: SPGCMData.Status?
| |-- adPersonalization: SPGCMData.Status?
|-- ccpa?
| |-- applies: bool
| |-- consents: CcpaConsent
| |-- uuid: String?
| |-- rejectedCategories: List<String>
| |-- rejectedVendors: List<String>
| |-- status: String?
| |-- uspstring: String
| |-- childPmId: String
| |-- signedLspa: bool
| |-- consentStatus: ConsentStatus?
|-- usnat?
|-- applies: bool
|-- consents: CcpaConsent
|-- uuid: String?
|-- applies: bool
|-- consentStrings: List<ConsentString>
|-- vendors: List<Consentable> //[{id: String, consented: bool }]
|-- categories: List<Consentable> //[{id: String, consented: bool }]
|-- statuses: StatusesUsnat
|-- rejectedAny: bool?
|-- consentedToAll: bool?
|-- consentedToAny: bool?
|-- hasConsentData: bool?
|-- sellStatus: bool?
|-- shareStatus: bool?
|-- sensitiveDataStatus: bool?
|-- gpcStatus: bool?
This method may return null. Sample usage:
CMP.GetSpConsents()
If the vendor you're interested in verifying consent for is part of the IAB group, you don't need to manually check for consent. Our SDK implements the Transparency Consent Framework (TCF) spec and IAB vendors know how to retrieve consent from the local storage.
For vendors that are not part of the IAB, you can verify the user consented to the vendor with the following:
consents = CMP.GetSpConsents();
// for GDPR
bool isMyGDPRVendorConsented = consents.gdpr.consents.grants["a_vendor_id"].vendorGrant;
// for CCPA, notice vendors are "opted-in" by default
bool isMyCCPAVendorRejected = consents.ccpa.consents.status == "rejectedAll" ||
consents.ccpa.consents.rejectedVendors.Contains("a_vendor_id");
Google Consent Mode 2.0 ensures that Google vendors on your property comply with an end-user's consent choices for purposes (called consent checks) defined by Google. It is implemented via Google Analytics for Firebase SDK.
Use Google's setConsent
method to update the relevant consent checks when the appropriate purposes are consented to/rejected. Be advised that the googleConsentMode
object in GdprConsent
will only return values for Google consent checks that are mapped to a custom purpose within your vendor list. For all other Google consent checks, the response will be null
.
It's possible to programmatically consent the current user to a list of custom vendors, categories and legitimate interest categories with the method:
void CustomConsentGDPR(
string[] vendors,
string[] categories,
string[] legIntCategories,
Action<GdprConsent> onSuccessDelegate)
The vendor grants will be re-generated, this time taking into consideration the list of vendors, categories and legitimate interest categories you pass as parameters. The method is asynchronous so you must pass a completion handler that will receive back an instance of GdprConsent
in case of success or it'll call the delegate method onError
in case of failure.
Using the same strategy for the custom consent, it's possible to programmatically delete the current user consent to a list of vendors, categories and legitimate interest categories by using the following method from the consent lib:
void DeleteCustomConsentGDPR(
string[] vendors,
string[] categories,
string[] legIntCategories,
Action<GdprConsent> onSuccessDelegate)
It's important to notice, this methods are intended to be used for custom vendors and purposes only. For IAB vendors and purposes, it's still required to get consent via the consent message or privacy manager.
Since Unity Editor exports the pre-built project to Xcode on iOS build, there are several necessary steps to perform so you can compile your solution. They are implemented inside the CMPPostProcessBuild
[PostProcessBuild] script. Supplement or modify it if it is needed.
You also need to check lines 33
, 55
and 90
of the CMPPostProcessBuild
script, the paths may differ. Check that the path of the file SwiftBridge.swift
in the Unity project matches that specified in the 33
line and the 55
line in the exported Xcode project. You also need to check the path of the file UnityPlugin-Bridging-Header.h
in the project exported to xcode with path on line 90
.
Every time you update the Unity SDK from an older to a newer version, you are likely to encounter the absence of the newer version of the native iOS SDK in your build machine's cocoapods cache. The fix is: Try to update cocoapods to the latest version (1.15.2 at the moment) on your build machine and execute the commands consequently:
- pod update
- pod install
In the terminal where the "Podfile" is situated (usually, it is situated in the folder where Unity exports the Xcode project). It will fetch the native ConsentViewController version specified in Podfile (X.Y.Z) in your build machine cache. It should be performed once, after this the build machine will have an X.Y.Z version of SDK in cocoapod's cache and consequent builds will go smoothly.