The Unity Hub application is required for development and testing. Inside of Unity Hub, you will be required to download the current version of the Unity app.
Download the Unity Hub. The free version works for development and testing, but a Unity Pro license is required for distribution. See Distribution below for details.
Plugins for a Unity project use the following folder structure:
{Project}/Assets/Plugins/{Platform}
- Download ACPGriffon-0.0.1-Unity.zip
- Unzip
ACPGriffon-0.0.1-Unity.zip - Import
ACPGriffon.unitypackagevia Assets-Import Package
Note: Unity Griffon plugin needs ACP Core Plugin to work. Import ACPCore.unitypackage to you project before using Griffon.
Note: It is required to initialize the SDK via native code inside your AppDelegate and MainApplication for iOS and Android respectively. For more information see how to initialize Griffon
using com.adobe.marketing.mobile;
using AOT;
public class MainScript : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
ACPGriffon.RegisterExtension();
}
}
string griffonVersion = ACPGriffon.ExtensionVersion();Note: Refer Griffon to learn more about Griffon session.
ACPGriffon.StartSession(url);Note: Read more about Griffon Session url
Start Griffon session using Deeplink
Ensure that Assets/Plugin/Android/AndroidManifest.xml contains the following Intent-Filter in UnityPlayerActivity(or it's child class).
<activity android:name="com.unity3d.player.UnityPlayerActivity"
android:theme="@style/UnityThemeSelector">
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="grifflab" />
</intent-filter>
</activity> Note: Replace the scheme grifflab with your scheme.
Go to iOS Player setting and you scheme under supported URL scheme.
Tests are located at at unity-acpgriffon/ACP-Griffon/Assets/Scenes/Tests.
Note: Before running the tests ensure that you have Android or iOS phone/simulator connected.
- Select platform Android/iOS in Build Settings and choose test phone/simulator.
- Open Test Runner via Window > General > Test Runner
- Select the tests to run and hit Run Tests.
Sample App is located at unity-acpgriffon/ACP-Griffon/Assets/Scenes. To build demo app for specific platform follow the below instructions.
- Download ACPCore-0.0.1-Unity.zip
- Unzip
ACPCore-0.0.1-Unity.zip - Import
ACPCore.unitypackagevia Assets->Import Package
- Make sure you have an Android device connected.
- From the menu of the
Unityapp, select File > Build Settings... - Select
Androidfrom the Platform window - If
Androidis not the active platform, hit the button that says Switch Platform (it will only be available if you actually need to switch active platforms) - Press the Build And Run button
- You will be asked to provide a location to save the build. Make a new directory at unity-acpgriffon/ACPGriffon/Builds (this folder is in the .gitignore file)
- Name build whatever you want and press Save
Unitywill build anapkfile and automatically deploy it to the connected device
- From the menu of the
Unityapp, select File > Build Settings... - Select
iOSfrom the Platform window - If
iOSis not the active platform, hit the button that says Switch Platform (it will only be available if you actually need to switch active platforms) - Press the Build And Run button
- You will be asked to provide a location to save the build. Make a new directory at unity-acpgriffon/ACPGriffon/Builds (this folder is in the .gitignore file)
- Name build whatever you want and press Save
Unitywill create and open anXcodeproject- From the Xcode project run the app on a simulator.
- If you get an error
Symbol not found: _OBJC_CLASS_$_WKWebView. Select the Unity-iPhone target -> Go to Build Phases tab -> AddWebkit.FrameworktoLink Binary with Libraries.
Looking to contribute to this project? Please review our Contributing guidelines prior to opening a pull request.
We look forward to working with you!
This project is licensed under the Apache V2 License. See LICENSE for more information.