Last modified October 21, 2020 by Shelly Wolfe


Swrve is a single integrated platform that delivers everything you need to drive mobile engagement and create valuable customer relationships on mobile. The Swrve Unity SDK enables your app to use all of the features available. This guide contains all the information you need to integrate the SDK into your app.
The code examples in this guide refer exclusively to Swrve Unity SDK version 7.0+. If you are upgrading from an SDK older than version 7.0, please also refer to the SDK release notes to review major changes made to the SDK methods and APIs in all major versions.


  • This guide assumes you have already installed Unity on your development machine. We recommend using the latest version of Unity 3D.
  • The App ID and API Key for your app. This information is available in Swrve on the Integration Settings screen (on the Settings menu, select Integration settings).
  • With the release of Unity 2020 and Unity 2019.4, Unity has made the iOS Notification Services package obsolete. We are working to move to the Mobile Notifications package in a future release when it is stable. To compile your project in Unity 2020+ and Unity 2019.4+, you need to disable obsolete warnings (CS0618).

Supported platforms

  • Android
  • iOS (iPhone and iPad only)

iOS 10 and above are supported, as well as Android level 16 and above. The SDKs will handle on older versions of the OS with a dummy SDK.

Native plugins

Some features in the Swrve Unity SDK, for example, Conversations, require native plugins to function in the Unity environment. This means there are some tool requirements:

  • Android – To support Android builds, use the latest version of Unity. For more information about changes to the build process as of version 4.5.X, see the Unity SDK upgrade guide.

Installing the SDK

Swrve has an open source SDK repository. There are two options for downloading the latest public Swrve Unity SDK:

Amazon SDK dependency

If compiling the Amazon-flavored SDK for Unity from source, it is necessary to also download the Amazon SDK from the Amazon Developer portal to get the Amazon Device Messaging (ADM) jar support file (amazon-device-messaging-1.0.1.jar). Add the ADM jar file to your project in the appropriate folders (normally native/android/SwrveSDKPushSupport/providedLibs/). NOTE: Never put the JAR inside Assets/Plugins/Android, if you do then it will always complain about stub implementations even when running on an Amazon device.

The corresponding project build.gradle files refer to the jar file using the “provided” directive, which, when combined with the Amazon flavor SDK, becomes amazonProvided as follows:

The providing directive tells the library or plugin to compile against the jar but not include the class implementations. They are simply stub implementations and will fail if actually executed. The runtimes exist on the Kindle device.

Debug applications (apk) built using Gradle and being built from source may also need to make use of the amazonProvided directive pointing to the adm jar in their own build.gradle dependency section. This isn’t required for release.

Initializing the SDK

To initialize the SDK, complete the following steps:

Step 1: Unzip the Unity SDK, Depending on the intended messaging service your project will use, import the following:

Firebase – To integrate the Firebase-flavored SDK, import the Swrve.unityPackage into your project

Amazon – To integrate the Amazon-flavored SDK, import the SwrveAmazon.unityPackage into your project instead. The SwrveAmazon.unityPackage differs from the Swrve.unityPackage in that it contains a different ADM version of the SwrveSDKPushSupport Android plugin and doesn’t include Firebase support plugins.

Step 2: Add the SwrvePrefab component to your scene and Initialize the Swrve component in a global script and call the .Init() function from the Start() of that script. Replace <app_id> and <api_key> with your app ID and API key.

Depending on your data requirements, Swrve stores all customer data and content in either our US or EU data centers. If your app uses EU data storage and URL endpoints (that is, you log into the Swrve dashboard at, include the EU stack information in the example below. If you have any questions or need assistance configuring the SDK for EU data storage, please contact

Step 3: By default, the Android Push Provider is Firebase Cloud Messaging. For Amazon, set the Config-> AndroidPushProvider value to AMAZON_ADM and set the Config-> AppStore to amazon.

To add a custom define in your project, see the Unity article Platform Dependent Compilation.

You can now compile and run your project in Unity.

Step 4: Go to Edit > Project Settings > Script Execution Order and move the global script containing the SwrveComponent to a higher priority in the list. This prevents you from getting a NullReferenceException that can occur if Swrve is called before the SDK has finished initializing.

Step 5: Create or modify your Plugins/Android/AndroidManifest.xml file so the SDK native code is called on Application launch by setting a custom Application class (for more information about AndroidManifest.xml on Unity, see the Unity documentation for Android Manifest):

From Unity 7.1 the SDK will prompt you to generate one of these AndroidManifest.xml files for your Plugins/Android/ directory when running Android PreBuild from the Swrve menu options in the Unity Editor.

Alternatively, you can call the following method from your custom Application class inside the onCreate method:

Reducing app size or excluding features

By default, the Swrve.unityPackage now includes all native plugins. If you want to reduce the size of your app or exclude certain features, refer to the following sections.

Remove push libraries in Android

To remove Firebase Cloud Messaging (FCM) or push from your Android build, you can remove the following files from Assets/Plugins/Android:

  • SwrveSDKPushSupport

Advertising identifier (IFDA) logging

IDFA logging is disabled by default. To log IDFA, add the SWRVE_LOG_IDFA flag to your project settings as shown in the Unity documentation, Platform Dependent Compilation. Enable the configuration flag LogAppleIDFA.

Note: iOS 14 requires user permission to collect the IDFA. If this has been given and SWRVE_LOG_IDFA is enabled the SDK will continue to auto collect the IDFA and send with device info updates.

By default, the Swrve Unity SDK enables you to track important metrics and run in-app message campaigns. To make use of additional Swrve features, such as Conversations, push notifications, and advanced metrics tracking, complete the following sections as required.

Advanced initialization mode

As of Unity SDK version 7.0, there are two modes for initializing the SDK: AUTO and MANAGED. In AUTO mode, the SDK is automatically initialized as outlined in the previous section. However, if you want to delay the point at which the SDK starts tracking and sending events for a particular user, set the initMode property in the SwrveConfig to SwrveInitMode.MANAGED.  For example, you might want to use a custom ID as the Swrve user ID and not start sending events or targeting a customer until they’ve confirmed their user ID (that is, they’ve logged in). If you use MANAGED mode, the SDK will delay tracking by default until the user ID is set at least once via the start API.

Do not use email or other personally identifiable information (PIIs) for the custom user ID, as this could be used to compromise your app or integration. Instead, use an internal ID that is only known to your CRM and cannot be linked back to a user outside of your system.

Constraints and considerations

Depending on the initialization mode you choose to use, there are certain limits or nuances you should be aware of:

  • In MANAGED mode, you can’t call the Identify API. If you try to call the Identify API, it will result in a fail fast exception.
  • In AUTO (default) mode, you can’t call the following APIs. If you try to call them, it will result in a fail fast exception:
    • Start()
    • Start(userId)
  • In-app campaigns linked to a push notification are blocked in configurations where:
    • InitMode is MANAGED
    • ManagedModeAutoStartLastUser is false
  • Push notification engaged events are always tracked against the last known user ID (even if InitMode is MANAGED and ManagedModeAutoStartLastUser is false).
  • Use the SwrveSDK.IsStarted() API to check if the SDK is started before calling regular APIs when initMode is MANAGED and ManagedModeAutoStartLastUser is false.

User identity

Swrve supports an Identify API to find preexisting user identities that an app has logged either on a single device or multiple devices. You can now identify users and then track and target them safely across multiple devices, platforms, and channels. For more information, see Tracking your users with Swrve User Identity.

The external ID is a non-discoverable key that identifies your user across multiple channels and platforms. Emails or other personally identifiable information (PIIs) are not accepted as external user IDs, they will be rejected on the server side. Before you implement the Identity service, please consult with your Customer Success Manager at for some guidance on best practices to follow in your integration.


Initialize the SwrveComponent in a global script as normal:

Create and define some custom callbacks that will be called on either a successful or unsuccessful Identify call:

When you are ready, call the Identify API with your external user ID and above callbacks:

If the call fails, then the user will not be correctly linked on the Swrve backend system, which may affect reporting and audiences where the user is logging in on multiple devices. We recommend not queuing or sending events after calling Identify until the Identify call completes.

Push notifications

Swrve’s push notification campaigns enable you to send personalized messages to your app users while they’re outside of your app or to send silent background app updates. Swrve Push Notifications are available for iOS and Android. For more information, see Intro to push notifications.

Push notifications are disabled by default. To enable them, complete the following steps:

Changes to SwrveConfig object must occur before calling SwrveComponent.Instance.Init.

Step 1: Enable push notifications in the SwrveConfig object.



Step 2: Time the push permission request.

To request permission upon the triggering of certain events, include the following code:

Step 3: If you want to perform custom processing of the push notification payload, create the following class and add this code to the SDK initialization:

If you would like to use a custom key-value pair with a notification, for example, to reward a user with points or a new tier, it would make sense to use the Custom Push Notification listener:

Step 4: Follow the platform specific steps below for iOS, Android and Amazon.

Platform-specific steps for iOS

Provisional authorization for push

In iOS 12, Apple added a feature for provisional authorization of push notifications. This feature enables you to send push notifications as soon as a user opens your app for the first time, without requiring the user to opt-in. The notification is delivered directly to the device’s Notification Center and when the user views the notification, the message automatically includes a built-in prompt asking if they want to continue to receive notifications.

By default, the Swrve SDK requests full push permission the first time the user launches your app. To implement provisional authorization, set different events for both the provisional and full authorization in your SDK configuration.

Creating and uploading your iOS certificate

To enable your app to send push notifications to iOS devices, you require a push certificate. A push certificate authorizes an app to receive push notifications and authorizes a service to send push notifications to an app. For more information, see How do I manage iOS push certificates?

Provisioning your app

Each time your app is published for distribution, you must provision it against the push certificate that has been created for the app.

Adding a service extension

To display rich push notifications in your app and track the delivery of those push notifications, iOS uses a notification service app extension. You must add a notification service extension to make use of the following SDK features:

  • Rich media options, including custom response buttons. Rich push notifications are available in iOS SDK versions 4.11 and above.
  • Push notification delivery. As of version 6.4, the Swrve iOS SDK automatically tracks and logs when a push notification is delivered to the device.

This section describes how to add a service extension to your app. It also covers how to add an app group to handle tracking delivery and influenced users of rich push notifications and how to process notification responses, if required.

Creating a notification service extension

The Unity SDK generates an app extension in Xcode as part of the iOSPostProcess.cs class, using the PlayerSettings.ApplicationIdentifier (formerly PlayerSettings.bundleIdentifier in earlier Unity versions) and PlayerSettings.iOS.appleDeveloperTeamID to generate and certify the bundle. To ensure maximum compatibility and ease of use, please ensure you have set the app bundle identifier. To view the bundle identifier in a standard Unity 2017.1 project, on the Edit menu, select Project Settings, then select Player. Ensure you set both the Bundle Identifier and Team ID.

Unity app bundle identifier

On iOS 10, there is an intermittent issue with notification service extensions where, in some debugging instances, the rich media attachment is not displayed. This is a common issue that has been raised with Apple, but should not affect the production version

If you are managing provisioning profiles for your app, you must create one for your service extension as well.

Adding an app group to your service extension

Complete the steps in this section to make use of the following SDK features:

  • Influenced metrics for rich notifications and background (silent) updates. Influenced reporting is useful for seeing how many of your users who didn’t interact directly with a push notification later opened the app in a certain window after receiving the notification. Influenced reporting is available in iOS SDK versions 4.10 and above.
  • Push notification delivery. As of Swrve Unity SDK version 7.1.0, Swrve automatically tracks and logs when a push notification is delivered to the device.

To track delivery of and influence from rich media push notifications or background (silent) updates, the application needs to share stored information with the service extension. An app group enables the service extension to save and load the delivered and influenced data to a shared container that the main app can access on startup. Provide a iOSAppGroupIdentifier key that the SDK will use in the postprocess.json file.

To add an app group

To add an app group and specify the iOSAppGroupIdentifier key:

Step 1: In the Apple Developer portal, create a new App Group. Enter the description and name as group.BundleID (the BundleID is the same as the PlayerSettings.ApplicationIdentifer).

Step 2: On the portal, go to your app ID for your main app, add the App Group capability and select your new App Group in the checkbox provided.

When you check the Application Services on the portal, App Groups should be enabled.

app groups enabled

Step 3: Repeat the above step for the app extension.

Step 4: If your provisioning profiles are not handled by Xcode, you will need to regenerate them as adding an app groups will make them invalid. For example:

regenerate provisioning profile

Select the profile, select Edit and then select Generate. It is not necessary to make a new provisioning profile, as the status will change to Valid after you select Generate.

Step 5: Add the following key and app group identifier (that you created in Step 1) to the postprocess.json file located in unity3d/Assets/Swrve/Editor directory of the SwrveSDK.

"iOSAppGroupIdentifier": ""

Step 6: Build your Unity project for iOS. In the resulting Xcode project, you should see a new target for the service extension and the app group set in the capabilities section. Ensure that the provisioning profiles and capabilities are set correctly.

Step 7: Run the application.

Send a rich push notification to your QA device, do not interact with it but open the app directly and you should see influenced events coming in to your reporting. (Test push notifications have the ID of 0).

Required Xcode Capabilities

When using the push service, you must enable the Push Notifications capability in the main target of your generated Xcode project.

Push delivered and influenced events

To track push delivery and influenced events, you must also add the following capabilities to your project target:

  • App Groups – select the relevant app group name.
  • Background Modes – select Remote Notifications.

iOS notification categories

The Swrve Unity SDK uses the UserNotifications.framework introduced in iOS 10. This requires the use of the new UserNotifications objects provided by Apple. In the SwrveSDK, we have added a new class to handle UNNotificationCategories, which can be grouped as a list and passed into the new SwrveConfig property notificationCategories. If you still want to support pre-iOS 10 notifications, you can still make UIUserNotificationCategories and pass them into pushCategories as you did before. They have not been affected.

Swrve includes a C# version of the notification categories defined by Apple. For more information on each individual function, please see the Apple UNNotification Category documentation.

Platform-specific steps for Android

Unity Android uses a native Android plugin provided as part of the Unity SDK located under Assets/Plugins/Android/SwrveSDKPushSupport.

By default, the config-> AndroidPushProvider value is set to GOOGLE_FIREBASE. If you are using Amazon Device Messaging (ADM), use AMAZON_ADM.

Unity does not automatically replace the ${applicationId} with your app’s package name. To do that we offer a tool in the menu Swrve-> Android Prebuild in AndroidManifests. You can also manually replace the value with the package name of your app.

Firebase Cloud Messaging

Complete the following steps:

Step 1: Use one of our GitHub samples or create an Android Library project that will generate an .aar file.

Step 2: Add or edit the following file with the correct details extracted from your Firebase Console under src/main/res/values/values.xml:

Step 3: Build the project into an .aar or .jar and place it under your project’s Assets/Plugins/Android.

Using a custom FCM push receiver

If you are already using push notifications, follow the MultipleFCMProviders GitHub sample to integrate Swrve’s push notification functionality along with your other providers.

No custom Main Activity

If you don’t provide a custom MainActivity, point to Swrve’s MainActivity in your AndroidManifest.xml that resides :



Custom Main Activity

If you have a custom MainActivity, call the following functions onCreate and onResume:


Amazon – Replace any instances of firebase with adm

It is important that you include a Main Activity as part of your AndroidManifest.xml using one of the above methods. Without a reference to the Main Activity, the SDK will not correctly track push events.

Advanced Android push

This section describes how to configure advanced options for Unity SDK push notification integration.

Using custom icons

To change the icon for push notifications and your app, place a file called app_icon.png under Assets/Plugins/Android/res/drawable/. You can also provide multiple resolutions for the same asset. Please consult the Android documentation on how to do so.

You can also specify the resource to be used for the normal and Material icon with the following configuration properties

Configuring Android O notification channels

With Android O, Google has introduced the concept of notifications channels. As of Swrve Unity SDK 4.11+, you can configure your default Android O channel. To do so, create an AndroidChannel and set it before initializing the SDK in your SwrveConfig object:

Using custom sounds

You can send push notifications with custom sounds. To do so, place your custom sound under Assets/Plugins/Android/res/raw and set your sounds in the Swrve service. For more information about adding custom sounds in Swrve, see Intro to push notifications.

Platform-specific steps for Amazon

Application signing

If you do your own application signing, you need to add the Amazon api_key.txt to the Android plugins folder of your project. To get this key from Amazon, follow this guide on Obtaining Amazon Device Messaging Credentials.

Copy your Amazon api_key.txt file to unity folder Assets/Plugins/Android/assets.

Note the keystore and password relate to those used in PlayerSettings (Android) > Publishing Settings > Keystore > Browse Keystore.

Amazon namespace

As of version 5.4.+, Unity does not automatically include non-Android namespaces (xmlns:) and their elements from plugin manifests in the final Unity-generated APK Android manifest. You need to manually add the Amazon namespace and enable-feature element to the root manifest in Assets/Plugins/Android.

If you don’t have a root manifest, the default debug Unity manifest looks like the following as of Unity version 5.4.1 (including the Amazon modifications). You would also need to alter the activity name to point to either a custom Main activity or the Swrve Main activity (see the previous Android sections for details).

Creating and entering the Amazon Client ID and Client Secret

To enable your app to send push notifications to Amazon devices, you need the Client ID and Client Secret for your app. For information on how to get these credentials, see Obtaining Amazon Device Messaging Credentials.

Generally, you enter the Client Id and Client Secret on the Swrve dashboard when configuring the Integration Settings as part of the Swrve onboarding process. You can edit the settings on this screen later on if required.

Step 1: On the Settings menu, select Integration settings.

Step 2: Under the Push Notifications section, in the Amazon Device Messaging Service section, enter your Client Id and Client secret.

Step 3: Test the server key by sending a test push notification to one of your QA devices. To send a test push notification:

  • Select your QA device from the list of available devices.
  • Select Send Test Push.

Configuring silent notifications

To enable silent push notifications in your app, complete the following steps for the relevant platform.

The purpose of a silent notification is to deliver data to your app in the background, such as a content update. You should never call the SDK from a silent notification.

Android (FCM and ADM)

Step 1: If using FCM you can use the same Android Library project from before that will generate an .aar. If using Amazon, you will need to make an Android Project that outputs an .aar file before moving on to step 2.

Step 2: Create a BroadcastReceiver class to listen to the Swrve Silent Push payload:

Step 3: Build your project and copy the .aar file from outputs into Plugins/Android. If you have already made an .aar for FCM previously, you can replace that with this one as it will have all the same credentials in its values.xml file.

Step 4: Add a reference to the BroadcastReceiver in your AndroidManifest.xml in Plugins/Android:


Step 1: In your Plugins/iOS folder, create a file called SwrveSilentPushListener.h:

Step 2: In your Plugins/iOS folder, create a file called

In-app messages and Conversations

Swrve’s in-app messages and Conversations campaigns are available by default. Conversations require a few extra steps to set up—see the following section for instructions. These features enable you to send personalized messages to your app users while they’re using your app. For more information, see Intro to in-app messages and Intro to Conversations.

To test in-app messages or Conversations in your app, you need to first create the campaign in Swrve. For more information, see Creating in-app messages and Creating Conversations.

Unity has no understanding of an active window state, therefore you must include code to pause the app when an in-app message is displayed and resume it as soon as it is closed.

Conversations campaigns

Conversations campaigns in Unity Android and Unity iOS use native code. To enable them correctly, follow the below integration steps.


The SDK uses the AAR libraries shared with the native Android SDK. These are distributed as AAR and expanded AAR files within .unityPackage.

Replace ${applicationId} in the libraries with your application ID. Even the latest version of Unity doesn’t support modern features from Android, such as the use of ${applicationId} in AndroidManifest.xml files. Due to this, any Swrve plugins that contain ${applicationId} are set up as an Android Library Project Folder in Unity, and before building for Unity, you must run SwrveBuildComponent.AndroidPrebuild(), which replaces ${applicationId} with your project’s bundle ID. If you’re running continuous integration (CI) builds, it’s best to call this before every Android build.

There is also a helper menu item to do this: Swrve -> Android Prebuild in AndroidManifests.

If you encounter problems while building for Android, it’s most likely due to packaging issues around the AAR files. Use the latest version of Unity to fix these issues.

Beware that if your builds have different application IDs, you will have to rerun this process.

In-app message and Conversation deeplinks

When creating in-app messages and Conversations in Swrve, you can configure message buttons to direct users to perform a custom action when clicked. For example, you might configure a button to direct the app user straight to the app store to provide a rating.

Swrve’s default deeplink behavior is to treat custom actions as URLs, therefore use your existing custom URL scheme. Custom URL schemes need to be configured on a per-platform basis.

Once the custom URL scheme is set, your app can receive and direct users from outside of the app.

If you would like to process the custom action completely on your own, you must add a custom listener to the Swrve SDK before its initialization.

In-app message custom actions

For in-app messages, it is also possible to override this behavior of treating custom actions as URL deeplinks and integrate custom actions to direct users to a sale, website or other target when they click on an in-app message. Use the following callback:

For example, to send Swrve events using custom actions, add a customButtonCallback like this:


The Swrve SDK automatically sends certain events and also enables you to track user behavior by sending custom events. (For a list of default Swrve events, see Segment and audience filters, Events.) In turn, you can use app-generated events to trigger in-app messages, while both app- and server-generated events help you define segments and perform in-depth analytics.

Custom events

To send a custom event, include the below example in a method where you want to send an event to Swrve.

Requirements for sending custom events:

  • Do not send the same named event with different case. For example, if you send tutorial.start, then ensure you never send Tutorial.Start.
  • Use a period (.) in your event names to organize their layout in the Swrve dashboard. Each ‘.’ creates a new branch in the Event name column of the Events report, and groups your events so they are easy to locate.
  • Do not send more than 1000 unique named events.
    • Do not add unique identifiers to event names. For example, Tutorial.Start.ServerID-ABDCEFG
    • Do not add timestamps to event names. For example, Tutorial.Start.1454458885
  • Do not use the swrve.* or Swrve.* namespace for your own events. This is reserved for Swrve use only. Custom event names beginning with Swrve. are restricted and cannot be sent.

Event payloads

You can add and send an event payload with every event. This allows for more detailed reporting around events and funnels.

Notes on associated payloads:

  • The associated payload should be a dictionary of key/value pairs; it is restricted to string and integer keys and values.
  • There is a maximum cardinality of 500 key-value pairs for this payload per event. This parameter is optional, but only the first 500 payloads are displayed in the dashboard. The data is still available in raw event logs and for audience filtering.
  • It is not currently possible to use payloads as triggers for push notifications. Use events for these purposes.
  • If you want to use event payloads to target your campaign audiences, you can configure up to 10 custom events with a maximum of 20 payloads per event for audience filtering purposes. For more information, see Targeting your audience by event payloads.

For example, if you want to track when a user starts the tutorial experience, it might make sense to send an event named tutorial.start and add a payload time that captures how much time it took the user to complete the tutorial.

Custom user properties

The Swrve SDK sends certain user properties by default and also enables you to assign custom properties to update the user’s status. (For a full list of the default user properties, see Assigning user properties.)

For example, you could create a custom user property called premium, and then target non-premium users and premium users in your campaigns.

Example of group of user properties

Example of single date-typed user property

Use the DateTime object to send a DateTime user property; for example, the current date at the time of a user purchase:

Virtual economy events

To ensure virtual currency events are not ignored by the server, make sure the currency name configured in your app matches exactly the Currency Name you enter in the App Currencies section on the App Settings screen (including case-sensitive). If there is any difference, or if you haven’t added the currency in Swrve, the server will ignore the event and return an error event called Swrve.error.invalid_currency. Additionally, the ignored events are not included in your KPI reports. For more information, see Add your app.

If your app has a virtual economy, send the purchase event when users purchase in-app items with virtual currency.

Send the currency given event when you give users virtual currency. Examples include initial currency balances, retention bonuses and level-complete rewards.

In-app purchase events and validation

If your app has in-app purchases (IAPs), send the IAP event when a user purchases something with real money.

  • For iOS devices, Apple returns a receipt including multiple purchases. To identify what was purchased, Swrve needs to be sent the transactionID of the item purchased (see SKPaymentTransaction::transactionIdentifier).
  • If paymentProvider was Apple, use either Base64EncodedReceipt or RawReceipt, depending on whether the receipt is already encoded. Third party Unity IAP plugins can return the receipt already encoded.
  • For Google Play, the receipt and receiptSignature should be provided.
  • For other platforms (including Amazon), no receipt validation is available.

If the purchase is of an item, and not a currency, you can omit the rewards argument:

The correct Apple bundle ID (iOS) or the Google Server Validation Key (Android) should be added to the Integration Settings screen in Swrve. This allows Swrve to validate purchases made in the app.

Resource A/B testing

Integrating Swrve’s resource A/B testing functionality enables you to use Swrve to test how users respond to changes to the native app content. For more information about resource A/B testing, see Intro to resource A/B testing.

To get the latest version of a resource from Swrve using the Resource Manager, use the following:

If you want to be notified whenever resources change, you can add a callback function as follows:

Testing your integration

After you’ve completed the above, the next step is to test the integration. For more information, see Testing your integration.

Upgrade instructions

If you’re moving from an earlier version of the Unity SDK to the current version, see the Unity SDK upgrade guide for upgrade instructions.

SDK samples

For sample integrations of the Swrve Unity SDK, see the Swrve Unity SDK samples on Github.