/// <summary> /// Constructor. /// </summary> public RudderAnalyticsManager() { // to make it work along with AM or other SDK that uses SQLite RudderClient.SerializeSqlite(); //Get access to RudderClient singleton instance //The writeKey used here is a sample one generated by the Rudder Labs //development team. For Production, the Torpedo development team //can retrieve the writeKey from the management web interface and embed //in WynnAnalyticsDataConstants.cs RudderConfigBuilder configBuilder = new RudderConfigBuilder() .WithEndPointUrl(WynnAnalyticsDataConstants.RUDDER_END_POINT_URL) .WithFactory(RudderAdjustIntegrationFactory.getFactory()); rudder = RudderClient.GetInstance( WynnAnalyticsDataConstants.RUDDER_WRITE_KEY, configBuilder.Build() ); //rudder.enableLog(); //Logging is disabled by default //There is no requirement for specifying Amplitude key since same //is configured at Rudder server end //Since Rudder SDK supports multiple destinations with different user_id //connotations, hence Rudder does not set user_id at instance level //It can be included in individual event calls to pass on to Amplitude //Same has been incorporated in code below GameEngine.DebugMsg("RudderAnalyticsManager: Initialized"); }
void Awake() { #if !MOBILE_INPUT // Create a layer mask for the floor layer. floorMask = LayerMask.GetMask("Floor"); #endif // Set up references. anim = GetComponent <Animator>(); playerRigidbody = GetComponent <Rigidbody>(); rudderClient = RudderClient.GetInstance(RUDDER_WRITE_KEY, END_POINT_URL); }
// Start is called before the first frame update void Start() { Debug.Log("Info Here"); RudderClient.SerializeSqlite(); RudderConfig config = new RudderConfigBuilder() .WithDataPlaneUrl("https://8452ddb9ed62.ngrok.io") .WithLogLevel(RudderLogLevel.VERBOSE) .Build(); rudderClient = RudderClient.GetInstance("1glg5JWDIVF1c90oLs6CDePrFy9", config); // create event properties Dictionary <string, object> eventProperties = new Dictionary <string, object>(); eventProperties.Add("test_key_1", "test_value_1"); eventProperties.Add("test_key_2", "test_value_2"); // create user properties Dictionary <string, object> userProperties = new Dictionary <string, object>(); userProperties.Add("test_u_key_1", "test_u_value_1"); userProperties.Add("test_u_key_2", "test_u_value_2"); // create message to track RudderMessageBuilder builder = new RudderMessageBuilder(); builder.WithEventName("test_event_name"); builder.WithEventProperties(eventProperties); builder.WithUserProperties(userProperties); rudderClient.Track(builder.Build()); // create message to track builder = new RudderMessageBuilder(); builder.WithEventName("test_event_name"); builder.WithEventProperty("foo", "bar"); builder.WithUserProperty("foo1", "bar1"); rudderClient.Track(builder.Build()); RudderMessage identifyMessage = new RudderMessageBuilder().Build(); RudderTraits traits = new RudderTraits().PutEmail("*****@*****.**"); rudderClient.Identify("some_user_id", traits, identifyMessage); }
float camRayLength = 100f; // The length of the ray from the camera into the scene. #endif void Awake() { #if !MOBILE_INPUT // Create a layer mask for the floor layer. floorMask = LayerMask.GetMask("Floor"); #endif // Set up references. anim = GetComponent <Animator>(); playerRigidbody = GetComponent <Rigidbody>(); #if !UNITY_EDITOR Debug.Log("Initializing Rudder"); rudderInstance = RudderClient.GetInstance(RUDDER_WRITE_KEY, RUDDER_API_URL, RUDDER_FLUSH_QUEUE_SIZE); #endif // Debug.Log("Initializing Amplitude"); // Amplitude amplitude = Amplitude.Instance; // amplitude.logging = true; // amplitude.init(AMPLITUDE_API_KEY); // amplitude.setUserId(SystemInfo.deviceUniqueIdentifier.ToLower()); }