Setup

Follow these steps to setup the Didomi Unity SDK:

Requirements

The Didomi Unity SDK currently supports Unity Version 2020.3.46f1 or newer.

For Android build, targeting Android SDK version 31 (Android 12) or newer is required.

Add the SDK to your project

Download the latest version of the Didomi.unitypackage from our releases page on Github.

You can then import the package Didomi.unitypackage into your project:

In case of errors after adding the SDK or at build time, check if issue is referenced in the Troubleshooting section.

Initialize the SDK

Once our SDK has been added to your project, you need to initialize it. The initialization process will prepare the SDK for interactions with the user and your application. It is important to launch the SDK initialization as soon as possible.

In your main entry code, call the Initialize method and pass your API key, and optionally your notice Id:

private void InitDidomi()
{
   // Setup a listener to know when the SDK is ready
   Didomi.GetInstance().OnReady( () => {
       // The Didomi SDK is ready to go, you can call other functions on the SDK
   });
   
   // Initialize the SDK
   Didomi.GetInstance().Initialize(
      new DidomiInitializeParameters(
         apiKey: "<Your API key>",
         noticeId: "<Your notice Id>"
   ));
}

Keep in mind that the SDK initialization is an asynchronous process so you must avoid interacting with the Didomi object until it is actually ready to handle your requests. Use the OnReady event in C# to register a listener for the ready event.

Take a look at our sample app to see how the setup is done.

Add a Proguard rule for Didomi (Android-only)

The Didomi SDK uses GSON to generate JSON-encoded API events sent back to the Didomi platform for analytics. We use @SerializedName to indicate the name of the JSON properties and ensure that they are correctly encoded into JSON.

In certain configurations, the host app configuration for Proguard will obfuscate some key SDK classes and break the API events sent to Didomi. This translates into incorrect analytics for the app on Android and is hard to catch as it usually only becomes apparent once in production (as debug/test builds usually do not run through Proguard).

If you are using Proguard in your Unity project and to ensure that this does not happen, add the following rule to your Proguard file:

-keep class io.didomi.sdk.apiEvents.** { *; })

If you want to check whether that issue applies to you, you can monitor the events sent by the Didomi SDK in your production build.

Correct events should look like:

Notice how the parameters and user.token properties have a lot of data.

Incorrect events will look like this:

Notice how the parameters and user.token properties are empty.

Setup the SDK UI

Note: the SetupUI method should be called only from your contexts where the application starts.

You do not need to call OnReady, IsReady or ShouldConsentBeCollected before calling SetupUI because they are called internally. Therefore, by calling this method the consent notice will be displayed if it is required and only once the SDK is ready.

Call the SetupUI function of the SDK in your context where the application starts:

public class AppStartup : MonoBehaviour 
{ 
    void Awake () 
    {
        Didomi.GetInstance().SetupUI();
    }
}

If you are using deep links or have multiple main user interfaces in your Unity app, make sure that the SetupUI function is called on every context that the user can launch the app on. This will ensure that consent is always collected as needed and there is no path where the user can launch the app without consent being collected. If SetupUI is missing in some entry points, you will see lower consent rates as users will be using the app without giving consent.

Configure the SDK

We support three options for configuring the UI and the behavior of the SDK:

  • Didomi Console: the SDK is configured remotely from the Didomi Console

  • Local file: the SDK is configured from a didomi_config.json file embedded in your app package

  • Remote file: the SDK is configured from a remote didomi_config.json file

You can configure the consent notice in your app by creating a notice in your Didomi Console. It will automatically be linked to your app through your API Key and, optionally, your app package name or notice id. You can access the Didomi console here.

In order to enable this option, make sure to pass the disableDidomiRemoteConfig parameter as false when calling the initialize method as shown below.

Didomi.GetInstance().Initialize(
       apiKey: "<Your API key>",
       localConfigurationPath: null,
       remoteConfigurationURL: null,
       providerId: null,
       disableDidomiRemoteConfig: false,
       languageCode: null,
       noticeId: "<Your notice Id>");

This is the default behavior when using the recommended parameter DidomiInitializeParameters:

Didomi.GetInstance().Initialize(
   new DidomiInitializeParameters(
      apiKey: "<Your API key>",
      noticeId: "<Your notice Id>"
));

The SDK will automatically use the remote configuration hosted by Didomi and cache it locally. The cached version is refreshed every 60 minutes. If there is no connection available to download the remote configuration and no locally cached version, the SDK will try to use a local didomi_config.json configuration file as a fallback. See the Local option below for more information on how to configure the SDK through a local configuration file.

Local file (Deprecated)

Using a local file automatically disables the TCF integration. If your app uses the TCF, you must use a configuration from the Didomi Console.

Using a local file will prevent you to support multiple regulations.

With this option, you create your own SDK configuration file and embed it in your app package.

The SDK behavior is configured in a didomi_config.json file that must be placed in the Assets/DidomiConfig folder of your Unity project.

You can create a file with the following content to get started:

{
    "app": {
        "name": "My App Name",
        "privacyPolicyURL": "http://www.website.com/privacy",
        "vendors": {
            "iab": {
                "all": true
            }
        },
        "gdprAppliesGlobally": true,
        "gdprAppliesWhenUnknown": true
    }
}

To be able set local configuration file for Didomi, you must create a DidomiConfig folder under the Assets folder of your Unity Project. Put your didomi_config.json file in the Assets/DidomiConfig folder.

Creating the DidomiConfig folder is mandatory for local configuration files as the configuration file must be moved to the correct directories when the Android and iOS projects are being generated. On the post process of the Unity project, the Didomi Plugin moves the files from Assets/DidomiConfig to the assets/ folder of the Android apps and to the Data/Resources folder of iOS apps. For iOS projects, the configuration files will also be added to Copy Bundle Resources.

You also need to disable loading the remote configuration to ensure that only the local file is loaded and that no HTTP request is sent. Update your initialize call to set the disableDidomiRemoteConfig parameter to true:

Didomi.GetInstance().Initialize(
   new DidomiInitializeParameters(
       apiKey: "<Your API key>",
       disableDidomiRemoteConfig: true
));

Your SDK is now setup. Read the Getting started section of our Mobile SDKs to learn more about how to configure it to match your app UI and requirements.

Remote file

Enabling this option will prevent the configuration from being loaded from the Didomi Console.

You can provide a remote URL for the SDK to download the didomi_config.json configuration file from. That allows you to update the SDK configuration without having to re-publish you mobile application.

When that configuration is enabled, the SDK will automatically use the remote configuration and cache it locally. The cached version is refreshed every 60 minutes. If there is no connection available to download the remote file and no locally cached version, the SDK will try to use the local didomi_config.json (provided in the app bundle) as a fallback.

To enable that option, change your call to initialize to provide the remote file URL:

Didomi.GetInstance().Initialize(
   new DidomiInitializeParameters(
       apiKey: "<Your API key>",
       remoteConfigurationURL: "http://www.website.com/didomi_config.json",
       disableDidomiRemoteConfig: true
));

Also see the reference documentation of the initialize function for more information.

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