Game > Gamebase > Unity SDK User Guide > ETC

Additional Features

Additional functions provided by Gamebase are described as below:

Device Language

  • Returns the language code from the device.
  • If there are several languages registered, only the language of top priority is returned.

API

Supported Platforms UNITY_IOS UNITY_ANDROID UNITY_STANDALONE UNITY_WEBGL UNITY_EDITOR

static string GetDeviceLanguageCode()

[Note]

In case of Editor on Windows or Standalone on Windows, the language code is returned based on the CultureInfo.

In case of Editor on Mac or WebGL, the language code is returned based on the Application.systemLanguage value.
For example, when Application.systemLanguage == SystemLanguage.Korean, 'ko' is returned.

Display Language

Similar to the Maintenance popup, the language used by the device will be displayed as the Gamebase language.

However, there are games that may use a language different from the device language with separate options. For example, if the language configured for the device is English and you changed the game language to Japanese, the language displayed will be still English, even though you might want to see Japanese on the Gamebase screen.

For this, Gamebase provides a Display Language feature for applications that want to use a language that is not the language configured by the device for Gamebase.

Gamebase displays its messages in the language set in Display Language. The language code entered for Display Language should be one of the codes listed in the table (**Types of language codes supported by Gamebase) below:

[Caution]

  • Use Display Language only when you want to change the language displayed in Gamebase to a language other than the one configured by the device.
  • Display Language Code is a case-sensitive value in the form of ISO-639. There could be a problem if it is configured as a value such as 'EN' or 'zh-cn'.
  • If the value entered as Display Language Code does not exist in the table (**Types of language codes supported by Gamebase) below, Display Language Code is automatically set to English (en) by default.

[Note]

  • As the client messages of Gamebase include only English (en), Korean (ko), and Japanese (ja), if you try to set a language other than English (en), Korean (ko), or Japanese (ja), even though the language code might be listed in the table below, the value is automatically set to English (en) by default.
  • You can manually add a language set that is not included in the Gamebase client. See the Add New Language Set section.

Types of Language Codes Supported by Gamebase

Code Name
de German
en English
es Spanish
fi Finish
fr French
id Indonesian
it Italian
ja Japanese
ko Korean
pt Portuguese
ru Russian
th Thai
vi Vietnamese
ms Malay
zh-CN Chinese-Simplified
zh-TW Chinese-Traditional

Each language code is defined in GamebaseDisplayLanguageCode.

namespace Toast.Gamebase
{
    public class GamebaseDisplayLanguageCode
    {
        public const string German = "de";
        public const string English = "en";
        public const string Spanish = "es";
        public const string Finish = "fi";
        public const string French = "fr";
        public const string Indonesian = "id";
        public const string Italian = "it";
        public const string Japanese = "ja";
        public const string Korean = "ko";
        public const string Portuguese = "pt";
        public const string Russian = "ru";
        public const string Thai = "th";
        public const string Vietnamese = "vi";
        public const string Malay = "ms";
        public const string Chinese_Simplified = "zh-CN";
        public const string Chinese_Traditional = "zh-TW";
    }
}

Set Display Language with Gamebase Initialization

Display Language can be set when Gamebase is initialized.

API

Supported Platforms UNITY_IOS UNITY_ANDROID UNITY_STANDALONE UNITY_WEBGL UNITY_EDITOR

static void Initialize(GamebaseRequest.GamebaseConfiguration configuration, GamebaseCallback.GamebaseDelegate<GamebaseResponse.Launching.LaunchingInfo> callback)

Example

public void InitializeWithConfiguration()
{
    var configuration = new GamebaseRequest.GamebaseConfiguration();
    ...
    configuration.displayLanguageCode = displayLanguage;
    ...

    Gamebase.Initialize(configuration, (launchingInfo, error) =>
    {
        if (Gamebase.IsSuccess(error))
        {
            Debug.Log("Gamebase initialization succeeded.");
            string displayLanguage = Gamebase.GetDisplayLanguageCode();
        }
        else
        {
            Debug.Log(string.Format("Gamebase initialization failed. error is {0}", error));
        }
    });
}

Set Display Language

You can change the initial setting of Display Language.

API

Supported Platforms UNITY_IOS UNITY_ANDROID UNITY_STANDALONE UNITY_WEBGL UNITY_EDITOR

static void SetDisplayLanguageCode(string languageCode)

Example

public void SetDisplayLanguageCode()
{
    Gamebase.SetDisplayLanguageCode(GamebaseDisplayLanguageCode.English);
}

Get Display Language

You can retrieve the current application of Display Language.

API

Supported Platforms UNITY_IOS UNITY_ANDROID UNITY_STANDALONE UNITY_WEBGL UNITY_EDITOR

static string GetDisplayLanguageCode()

Example

public void GetDisplayLanguageCode()
{
    string displayLanguage = Gamebase.GetDisplayLanguageCode();
}

Add New Language Sets

For UnityEditor and Unity Standalone, or WebGL platform services, to use another language in addition to default Gamebase languages (ko, en, ja), go to Assets > StreamingAssets > Gamebase and add a value to the localizedstring.json file.

localizedstring.json

The localizedstring.json has a format defined as below:

{
  "en": {
    "common_ok_button": "OK",
    "common_cancel_button": "Cancel",
    ...
    "launching_service_closed_title": "Service Closed"
  },
  "ko": {
    "common_ok_button": "확인",
    "common_cancel_button": "취소",
    ...
    "launching_service_closed_title": "서비스 종료"
  },
  "ja": {
    "common_ok_button": "確認",
    "common_cancel_button": "キャンセル",
    ...
    "launching_service_closed_title": "サービス終了"
  },
}

To add another language, add "${language code}":{"key":"value"} to the localizedstring.json file.

{
  "en": {
    "common_ok_button": "OK",
    "common_cancel_button": "Cancel",
    ...
    "launching_service_closed_title": "Service Closed"
  },
  "ko": {
    "common_ok_button": "확인",
    "common_cancel_button": "취소",
    ...
    "launching_service_closed_title": "서비스 종료"
  },
  "ja": {
    "common_ok_button": "確認",
    "common_cancel_button": "キャンセル",
    ...
    "launching_service_closed_title": "サービス終了"
  },
  "${언어코드}": {
      "common_ok_button": "...",
      ...
  }
}

Refer to the guides below to learn how to add new language sets for Unity Android and iOS platforms.

Priority in Display Language

If Display Language is set via initialization and SetDisplayLanguageCode API, the final application may be different from what has been entered.

  1. Check if the languageCode you enter is defined in the localizedstring.json file.
  2. See if, during Gamebase initialization, the language code set on the device is defined in the localizedstring.json file. (This value shall maintain even if the language set on device changes after initialization.)
  3. en, which is the default value of Display Language, is automatically set.

Country Code

  • Gamebase provides (country codes) for the system in the following APIs.
  • Please select an appropriate API that best fits your purpose as each API has its own characteristics.

USIM Country Code

  • Returns a country code written in the USIM.
  • Even if a wrong country code has been written in the USIM, it will be returned as it is without any verification.
  • 'ZZ' is returned when the value is empty.

API

Supported Platforms UNITY_IOS UNITY_ANDROID

static string GetCountryCodeOfUSIM()

Device Country Code

  • Returns the country code received from the OS as it is without any verification.
  • The country code of the device is automatically determined by the OS based on the "Language" setting.
  • If there are several languages registered, the country code is determined based on the language of top priority.
  • 'ZZ' is returned when the value is empty.

API

Supported Platforms UNITY_IOS UNITY_ANDROID

static string GetCountryCodeOfDevice()

Intergrated Country Code

  • Verifies and returns the country code in the order of the language settings in the USIM.
  • GetCountryCode API operates in the following order:
    1. Checks the country code written in the USIM. If a value exists, returns the value without any separate verification.
    2. If the country code in the USIM is empty, checks the country code of the device. If a value exists, returns the value without any separate verification.
    3. 'ZZ' is returned when the country code values of USIM and device are empty.

observer

[Note]

In case of Editor on Windows or Standalone on Windows, the country code is returned based on the CultureInfo.

In case of Editor on Mac or WebGL, the country code is returned based on the Application.systemLanguage value.
For example, when Application.systemLanguage == SystemLanguage.Korean, 'KR' is returned.

API

UNITY_IOS UNITY_ANDROID UNITY_STANDALONE UNITY_WEBGL UNITY_EDITOR

public static string GetCountryCode()

Gamebase Event Handler

  • Gamebase can process all kinds of events in a single event system called GamebaseEventHandler.
  • GamebaseEventHandler can simply add or remove a Listener through the API below:

API

UNITY_IOS UNITY_ANDROID UNITY_STANDALONE UNITY_WEBGL UNITY_EDITOR

public static void Gamebase.AddEventHandler(GamebaseCallback.DataDelegate<GamebaseResponse.Event.GamebaseEventMessage> eventHandler);
public static void Gamebase.RemoveEventHandler(GamebaseCallback.DataDelegate<GamebaseResponse.Event.GamebaseEventMessage> eventHandler);
public static void Gamebase.RemoveAllEventHandler();

VO

public class GamebaseEventMessage 
{
    // Represents the type of an event.
    // The value of the GamebaseEventCategory class is assigned.
    public string category;

    // JSON String data that can be converted into a VO that is appropriate for each category.
    public string data;
}

Example

public void AddEventHandlerSample()
{
    Gamebase.AddEventHandler(GamebaseObserverHandler);
}

private void GamebaseObserverHandler(GamebaseResponse.Event.GamebaseEventMessage message)
{
    switch (message.category)
    {
        case GamebaseEventCategory.SERVER_PUSH_APP_KICKOUT:
        case GamebaseEventCategory.SERVER_PUSH_TRANSFER_KICKOUT:
            {
                GamebaseResponse.Event.GamebaseEventServerPushData serverPushData = GamebaseResponse.Event.GamebaseEventServerPushData.From(message.data);
                if (serverPushData != null)
                {
                    CheckServerPush(message.category, serverPushData);
                }
                break;
            }
        case GamebaseEventCategory.OBSERVER_LAUNCHING:
            {
                GamebaseResponse.Event.GamebaseEventObserverData observerData = GamebaseResponse.Event.GamebaseEventObserverData.From(message.data);
                if(observerData != null)
                {
                    CheckLaunchingStatus(observerData);
                }
                break;
            }
        case GamebaseEventCategory.OBSERVER_NETWORK:
            {
                GamebaseResponse.Event.GamebaseEventObserverData observerData = GamebaseResponse.Event.GamebaseEventObserverData.From(message.data);
                if (observerData != null)
                {
                    CheckNetwork(observerData);
                }
                break;
            }
        case GamebaseEventCategory.OBSERVER_HEARTBEAT:
            {
                GamebaseResponse.Event.GamebaseEventObserverData observerData = GamebaseResponse.Event.GamebaseEventObserverData.From(message.data);
                if (observerData != null)
                {
                    CheckHeartbeat(observerData);
                }
                break;
            }
        case GamebaseEventCategory.OBSERVER_WEBVIEW:
            {
                GamebaseResponse.Event.GamebaseEventObserverData observerData = GamebaseResponse.Event.GamebaseEventObserverData.From(message.data);
                if (observerData != null)
                {
                    CheckWebView(observerData);
                }
                break;
            }
        case GamebaseEventCategory.OBSERVER_INTROSPECT:
            {
                // Introspect error
                GamebaseResponse.Event.GamebaseEventObserverData observerData = GamebaseResponse.Event.GamebaseEventObserverData.From(message.data);
                int errorCode = observerData.code;
                string errorMessage = observerData.message;
                break;
            }
        case GamebaseEventCategory.PURCHASE_UPDATED:
            {
                GamebaseResponse.Event.PurchasableReceipt purchasableReceipt = GamebaseResponse.Event.PurchasableReceipt.From(message.data);
                if (purchasableReceipt != null)
                {
                    // If the user got item by 'Promotion Code',
                    // this event will be occurred.
                }
                break;
            }
        case GamebaseEventCategory.PUSH_RECEIVED_MESSAGE:
            {
                GamebaseResponse.Event.PushMessage pushMessage = GamebaseResponse.Event.PushMessage.From(message.data);
                if (pushMessage != null)
                {
                    // When you received push message.

                    Dictionary<string, object> extras = Toast.Gamebase.LitJson.JsonMapper.ToObject<Dictionary<string, object>>(pushMessage.extras);
                    // There is 'isForeground' information.
                    if (extras.ContainsKey("isForeground") == true)
                    {
                        bool isForeground = (bool)extras["isForeground"];
                    }
                }
                break;
            }
        case GamebaseEventCategory.PUSH_CLICK_MESSAGE:
            {
                GamebaseResponse.Event.PushMessage pushMessage = GamebaseResponse.Event.PushMessage.From(message.data);
                if (pushMessage != null)
                {
                    // When you clicked push message.
                }
                break;
            }
        case GamebaseEventCategory.PUSH_CLICK_ACTION:
            {
                GamebaseResponse.Event.PushAction pushAction = GamebaseResponse.Event.PushAction.From(message.data);
                if (pushAction != null)
                {
                    // When you clicked action button by 'Rich Message'.
                }
                break;
            }
    }
}
  • Category is defined in the GamebaseEventCategory class.
  • In general, events can be categorized as ServerPush, Observer, Purchase, or Push; GamebaseEventMessage.data can be converted into a VO in the ways shown in the table shown below for each Category.
Event type GamebaseEventCategory VO conversion method Remarks
ServerPush GamebaseEventCategory.SERVER_PUSH_APP_KICKOUT
GamebaseEventCategory.SERVER_PUSH_TRANSFER_KICKOUT
GamebaseResponse.Event.GamebaseEventServerPushData.from(message.data) -
Observer GamebaseEventCategory.OBSERVER_LAUNCHING
GamebaseEventCategory.OBSERVER_NETWORK
GamebaseEventCategory.OBSERVER_HEARTBEAT
GamebaseResponse.Event.GamebaseEventObserverData.from(message.data) -
Purchase - Promotion payment GamebaseEventCategory.PURCHASE_UPDATED GamebaseResponse.Event.PurchasableReceipt.from(message.data) -
Push - Message received GamebaseEventCategory.PUSH_RECEIVED_MESSAGE GamebaseResponse.Event.PushMessage.from(message.data) Checks whether or not a message was received in the Foreground using the isForeground value.
Push - Message clicked GamebaseEventCategory.PUSH_CLICK_MESSAGE GamebaseResponse.Event.PushMessage.from(message.data) The isForeground value does not exist.
Push - Action clicked GamebaseEventCategory.PUSH_CLICK_ACTION GamebaseResponse.Event.PushAction.from(message.data) Operates when the RichMessage button is clicked.

Server Push

  • This is a message sent from the Gamebase server to the client's device.
  • The Server Push Types supported from Gamebase are as follows:
    • GamebaseEventCategory.SERVER_PUSH_APP_KICKOUT
      • If you register a kickout ServerPush message in Operation > Kickout of the NHN Cloud Gamebase Console, then all clients connected to Gamebase will receive the kickout message.
    • GamebaseEventCategory.SERVER_PUSH_TRANSFER_KICKOUT
      • If the guest account is successfully transferred to another device, the previous device receives a kickout message.

Example

public void AddEventHandlerSample()
{
    Gamebase.AddEventHandler(GamebaseObserverHandler);
}

private void GamebaseObserverHandler(GamebaseResponse.Event.GamebaseEventMessage message)
{
    switch (message.category)
    {
        case GamebaseEventCategory.SERVER_PUSH_APP_KICKOUT:
        case GamebaseEventCategory.SERVER_PUSH_TRANSFER_KICKOUT:
            {
                GamebaseResponse.Event.GamebaseEventServerPushData serverPushData = GamebaseResponse.Event.GamebaseEventServerPushData.From(message.data);
                if (serverPushData != null)
                {
                    CheckServerPush(message.category, serverPushData);
                }
                break;
            }
        default:
            {
                break;
            }
    }
}

void CheckServerPush(string category, GamebaseResponse.Event.GamebaseEventServerPushData data)
{
    if (category.Equals(GamebaseEventCategory.SERVER_PUSH_APP_KICKOUT) == true)
    {
        // Kicked out from Gamebase server.(Maintenance, banned or etc..)
        // Return to title and initialize Gamebase again.
    }
    else if (category.Equals(GamebaseEventCategory.SERVER_PUSH_TRANSFER_KICKOUT) == true)
    {
        // If the user wants to move the guest account to another device,
        // if the account transfer is successful,
        // the login of the previous device is released,
        // so go back to the title and try to log in again.
    }
}

Observer

  • It is a system used to handle many different status-changing events in Gamebase.
  • The Observer Types supported by Gamebase are as follows:
    • GamebaseEventCategory.OBSERVER_LAUNCHING
      • It operates when the Launching status is changed, for instance when the server is under maintenance, or the maintenance is over, or a new version is deployed and update is required.
      • GamebaseEventObserverData.code: Indicates the LaunchingStatus value.
        • LaunchingStatus.IN_SERVICE: 200
        • LaunchingStatus.RECOMMEND_UPDATE: 201
        • LaunchingStatus.IN_SERVICE_BY_QA_WHITE_LIST: 202
        • LaunchingStatus.REQUIRE_UPDATE: 300
        • LaunchingStatus.BLOCKED_USER: 301
        • LaunchingStatus.TERMINATED_SERVICE: 302
        • LaunchingStatus.INSPECTING_SERVICE: 303
        • LaunchingStatus.INSPECTING_ALL_SERVICES: 304
        • LaunchingStatus.INTERNAL_SERVER_ERROR: 500
    • GamebaseEventCategory.OBSERVER_HEARTBEAT
      • Operates when the status of a user account changes, for instance when the user account is deleted or banned.
      • GamebaseEventObserverData.code: Indicates the GamebaseError value.
        • GamebaseError.INVALID_MEMBER: 6
        • GamebaseError.BANNED_MEMBER: 7
    • GamebaseEventCategory.OBSERVER_NETWORK
      • Can receive the information about the changes in the network.
      • Operates when the network is disconnected or connected, or switched from Wi-Fi to a cellular network.
      • GamebaseEventObserverData.code: Indicates the NetworkManager value.
        • NetworkManager.TYPE_NOT: -1
        • NetworkManager.TYPE_MOBILE: 0
        • NetworkManager.TYPE_WIFI: 1
        • NetworkManager.TYPE_ANY: 2
    • GamebaseEventCategory.OBSERVER_WEBVIEW
      • Operates when opening or closing the WebView on Standalone.
        • GamebaseWebViewEventType.OPENED: 1
        • GamebaseWebViewEventType.CLOSED: 2
    • GamebaseEventCategory.OBSERVER_INTROSPECT
      • Operates when logged in from Standalone/WebGL and fails to extend the session.

VO

public class GamebaseEventObserverData 
{
    // This information represents the status value.
    public int code;

    // This information shows the message about status.
    public string message;

    // A reserved field for additional information.
    public string extras;
}

Example

public void AddEventHandlerSample()
{
    Gamebase.AddEventHandler(GamebaseObserverHandler);
}

private void GamebaseObserverHandler(GamebaseResponse.Event.GamebaseEventMessage message)
{
    switch (message.category)
    {
        case GamebaseEventCategory.OBSERVER_LAUNCHING:
            {
                GamebaseResponse.Event.GamebaseEventObserverData observerData = GamebaseResponse.Event.GamebaseEventObserverData.From(message.data);
                if(observerData != null)
                {
                    CheckLaunchingStatus(observerData);
                }
                break;
            }
        case GamebaseEventCategory.OBSERVER_NETWORK:
            {
                GamebaseResponse.Event.GamebaseEventObserverData observerData = GamebaseResponse.Event.GamebaseEventObserverData.From(message.data);
                if (observerData != null)
                {
                    CheckNetwork(observerData);
                }
                break;
            }
        case GamebaseEventCategory.OBSERVER_HEARTBEAT:
            {
                GamebaseResponse.Event.GamebaseEventObserverData observerData = GamebaseResponse.Event.GamebaseEventObserverData.From(message.data);
                if (observerData != null)
                {
                    CheckHeartbeat(observerData);
                }
                break;
            }
        case GamebaseEventCategory.OBSERVER_WEBVIEW:
            {
                GamebaseResponse.Event.GamebaseEventObserverData observerData = GamebaseResponse.Event.GamebaseEventObserverData.From(message.data);
                if (observerData != null)
                {
                    CheckWebView(observerData);
                }
                break;
            }
        case GamebaseEventCategory.OBSERVER_INTROSPECT:
            {
                // Introspect error
                GamebaseResponse.Event.GamebaseEventObserverData observerData = GamebaseResponse.Event.GamebaseEventObserverData.From(message.data);
                int errorCode = observerData.code;
                string errorMessage = observerData.message;
                break;
            }
        default:
            {
                break;
            }
    }
}

private void CheckLaunchingStatus(GamebaseResponse.Event.GamebaseEventObserverData observerData)
{
    switch (observerData.code)
    {
        case GamebaseLaunchingStatus.IN_SERVICE:
            {
                // Service is now normally provided.
                break;
            }
        // ... 
        case GamebaseLaunchingStatus.INTERNAL_SERVER_ERROR:
            {
                // Error in internal server.
                break;
            }
    }
}

private void CheckNetwork(GamebaseResponse.Event.GamebaseEventObserverData observerData)
{
    switch ((GamebaseNetworkType)observerData.code)
    {
        case GamebaseNetworkType.TYPE_NOT:
            {
                // Network disconnected.
                break;
            }
        case GamebaseNetworkType.TYPE_MOBILE:
        case GamebaseNetworkType.TYPE_WIFI:
        case GamebaseNetworkType.TYPE_ANY:
            {
                // Network connected.
                break;
            }
    }
}

private void CheckHeartbeat(GamebaseResponse.Event.GamebaseEventObserverData observerData)
{
    switch (observerData.code)
    {
        case GamebaseErrorCode.INVALID_MEMBER:
            {
                // You can check the invalid user session in here.
                // ex) After transferred account to another device.
                break;
            }
        case GamebaseErrorCode.BANNED_MEMBER:
            {
                // You can check the banned user session in here.
                break;
            }
    }
}

private void CheckWebView(GamebaseResponse.Event.GamebaseEventObserverData observerData)
{
    switch (observerData.code)
    {
        case GamebaseWebViewEventType.OPENED:
            {
                // Webview opened.
                break;
            }
        case GamebaseWebViewEventType.CLOSED:
            {
                // Webview closed.
                break;
            }
    }
}

Purchase Updated

  • This event is triggered when a product is acquired by redeeming a promotion code.
  • Can acquire payment receipt information.

Example

public void AddEventHandlerSample()
{
    Gamebase.AddEventHandler(GamebaseObserverHandler);
}

private void GamebaseObserverHandler(GamebaseResponse.Event.GamebaseEventMessage message)
{
    switch (message.category)
    {
        case GamebaseEventCategory.PURCHASE_UPDATED:
            {
                GamebaseResponse.Event.PurchasableReceipt purchasableReceipt = GamebaseResponse.Event.PurchasableReceipt.From(message.data);
                if (purchasableReceipt != null)
                {
                    // If the user got item by 'Promotion Code',
                    // this event will be occurred.
                }
                break;
            }
        default:
            {
                break;
            }
    }
}

Push Received Message

  • This event is triggered when a push message is received.
  • Can determine whether the message is received in the foreground through the isForeground field or in the background.
  • You can also acquire custom information that was sent along with push by converting the extras field to JSON.

VO

public class PushMessage 
{
    // The unique ID of a message.
    public string id;

    // The title of the push message.
    public string title;

    // The body of the push message.
    public string body;

    // You can check all information by converting them to JSONObject.
    public string extras;
}

Example

public void AddEventHandlerSample()
{
    Gamebase.AddEventHandler(GamebaseObserverHandler);
}

private void GamebaseObserverHandler(GamebaseResponse.Event.GamebaseEventMessage message)
{
    switch (message.category)
    {
        case GamebaseEventCategory.PUSH_RECEIVED_MESSAGE:
            {
                GamebaseResponse.Event.PushMessage pushMessage = GamebaseResponse.Event.PushMessage.From(message.data);
                if (pushMessage != null)
                {
                    // When you received push message.

                    Dictionary<string, object> extras = Toast.Gamebase.LitJson.JsonMapper.ToObject<Dictionary<string, object>>(pushMessage.extras);
                    // There is 'isForeground' information.
                    if (extras.ContainsKey("isForeground") == true)
                    {
                        bool isForeground = (bool)extras["isForeground"];
                    }
                }
                break;
            }
        default:
            {
                break;
            }
    }
}

Push Click Message

  • This event is triggered when a received message is clicked.
  • Unlike GamebaseEventCategory.PUSH_RECEIVED_MESSAGE, there is no isForeground field.

Example

public void AddEventHandlerSample()
{
    Gamebase.AddEventHandler(GamebaseObserverHandler);
}

private void GamebaseObserverHandler(GamebaseResponse.Event.GamebaseEventMessage message)
{
    switch (message.category)
    {
        case GamebaseEventCategory.PUSH_CLICK_MESSAGE:
            {
                GamebaseResponse.Event.PushMessage pushMessage = GamebaseResponse.Event.PushMessage.From(message.data);
                if (pushMessage != null)
                {
                    // When you clicked push message.
                }
                break;
            }
        default:
            {
                break;
            }
    }
}

Push Click Action

  • This event is triggered when the button created by the Rich Message feature is clicked.
  • actionType provides the following:
    • "OPEN_APP"
    • "OPEN_URL"
    • "REPLY"
    • "DISMISS"

VO

class PushAction 
{
    // Button action type.
    public string actionType;

    // PushMessage data.
    public PushMessage message;

    // User text typed in Push console.
    public string userText;
}

Example

public void AddEventHandlerSample()
{
    Gamebase.AddEventHandler(GamebaseObserverHandler);
}

private void GamebaseObserverHandler(GamebaseResponse.Event.GamebaseEventMessage message)
{
    switch (message.category)
    {    
        case GamebaseEventCategory.PUSH_CLICK_ACTION:
            {
                GamebaseResponse.Event.PushAction pushAction = GamebaseResponse.Event.PushAction.From(message.data);
                if (pushAction != null)
                {
                    // When you clicked action button by 'Rich Message'.
                }
                break;
            }
        default:
            {
                break;
            }
    }
}

Analytics

The game index can be transferred to the Gamebase server.

[Caution]

All APIs supported by the Gamebase Analytics can be called after login.

[TIP]

When the Gamebase.Purchase.RequestPurchase API is called and payment is completed, an index is automatically transferred.

Please see the following guide for how to use Analytics console.

Game User Data Settings

The game user level information can be transmitted as an index after logging in to the game.

[Caution]

If the SetGameUserData API is not called after login to the game, the level information may be missed from other indexes.

Parameters required for calling the API are as follows:

GameUserData

Name Mandatory(M) / Optional(O) type Desc
userLevel M int Describes the level of game user.
channelId O string Describes the channel.
characterId O string Describes the name of character.
characterClassId O string Describes the occupation.

API

Supported Platforms UNITY_IOS UNITY_ANDROID UNITY_STANDALONE UNITY_WEBGL UNITY_EDITOR

static void SetGameUserData(GamebaseRequest.Analytics.GameUserData gameUserData)

Example

public void SetGameUserData(int userLevel, string channelId, string characterId, string characterClassId)
{
    GamebaseRequest.Analytics.GameUserData gameUserData = new GamebaseRequest.Analytics.GameUserData(userLevel);
    gameUserData.channelId = channelId;
    gameUserData.characterId = characterId;
    gameUserData.characterClassId = characterClassId;

    Gamebase.Analytics.SetGameUserData(gameUserData);
}

Level Up Trace

The game user level information can be transmitted as an index after leveling up.

Parameters required for calling the API are as follows:

LevelUpData

Name Mandatory(M) / Optional(O) type Desc
userLevel M int Describes the level of game user.
levelUpTime M long Enter Epoch Time
in millisecond.

API

Supported Platforms UNITY_IOS UNITY_ANDROID UNITY_STANDALONE UNITY_WEBGL UNITY_EDITOR

static void TraceLevelUp(GamebaseRequest.Analytics.LevelUpData levelUpData)

Example

public void TraceLevelUp(int userLevel, long levelUpTime)
{
    GamebaseRequest.Analytics.LevelUpData levelUpData = new GamebaseRequest.Analytics.LevelUpData(userLevel, levelUpTime);

    Gamebase.Analytics.TraceLevelUp(levelUpData);
}

Contact

Gamebase provides features to respond to customer inquiries.

[TIP]

Associate it with the NHN Cloud Contact service to easily respond to inquiries from customers. See the guide below if you want to know how to use the NHN Cloud Contact service in detail. [NHN Cloud Online Contact Guide] (/Contact%20Center/ko/online-contact-overview/)

Customer Service Type

In the Gamebase Console > App > InApp URL > Service Center, you can choose from three different types of Customer Centers.

Customer Service Type Required Login
Developer customer center X
Gamebase customer center
NHN Cloud Online Contact

Gamebase SDK's Customer Center API uses the following URLs based on the type:

  • Developer's Customer Center
    • URL specified in the Customer Center URL field.
  • Gamebase's Customer Center
    • Before login: Customer Center URL without user information.
    • After login: Customer Center URL with user information.
  • NHN Cloud organization product (Online Contact)
    • Before login: Customer Center URL without user information.
    • After login: Customer Center URL with user information.

Open Contact WebView

Displays the Customer Center WebView. URL is determined by the customer center type. You can pass the additional information to the URL using ContactConfiguration.

GamebaseRequest.Contact.Configuration

Parameter Mandatory(M) /
Optional(O)
Values Description
userName O string User name (nickname)
default : null
additionalURL O string Additional URL which is appended after the developer's own customer center URL
default : null
extraData O dictionary Passes the extra data wanted by the developer when opening the customer
default : null

API

Supported Platforms UNITY_IOS UNITY_ANDROID UNITY_STANDALONE

static void OpenContact(GamebaseCallback.ErrorDelegate callback);
static void OpenContact(GamebaseRequest.Contact.Configuration configuration, GamebaseCallback.ErrorDelegate callback);

ErrorCode

Error Code Description
NOT_INITIALIZED(1) Gamebase.initialize has not been called.
UI_CONTACT_FAIL_INVALID_URL(6911) The Customer Center URL does not exist.
Check the Customer Center URL of the Gamebase Console.
UI_CONTACT_FAIL_ISSUE_SHORT_TERM_TICKET(6912) Failed to issue a temporary ticket for user identification.
UI_CONTACT_FAIL_ANDROID_DUPLICATED_VIEW(6913) The Customer Center WebView is already being displayed.

Example

public void SampleOpenContact()
{
    Gamebase.Contact.OpenContact((error) =>
    {
        if (Gamebase.IsSuccess(error) == true)
        {
            // A user close the contact web view.
        }
        else if (error.code == GamebaseErrorCode.UI_CONTACT_FAIL_INVALID_URL)  // 6911
        {
            // TODO: Gamebase Console Service Center URL is invalid.
            // Please check the url field in the NHN Cloud Gamebase Console.
        } 
        else if (error.code == GamebaseErrorCode.UI_CONTACT_FAIL_ANDROID_DUPLICATED_VIEW) // 6913
        { 
            // The customer center web view is already opened.
        } 
        else 
        {
            // An error occur when opening the contact web view.
        }
    });
}

[Caution]

Contacting the Customer Center may require file attachment. To do so, permissions for using the camera or using the storage must be acquired from the user at runtime.

Android user

iOS user

  • Please set 'Privacy - Camera Usage Description', 'Privacy - Photo Library Usage Description' in info.plist.

Request Contact URL

Returns the URL used for displaying the Customer Center WebView.

API

static void RequestContactURL(GamebaseCallback.GamebaseDelegate<string> callback);
static void RequestContactURL(GamebaseRequest.Contact.Configuration configuration, GamebaseCallback.GamebaseDelegate<string> callback);

ErrorCode

Error Code Description
NOT_INITIALIZED(1) Gamebase.initialize has not been called.
UI_CONTACT_FAIL_INVALID_URL(6911) The Customer Center URL does not exist.
Check the Customer Center URL of the Gamebase Console.
UI_CONTACT_FAIL_ISSUE_SHORT_TERM_TICKET(6912) Failed to issue a temporary ticket for user identification.

Example

public void SampleRequestContactURL()
{
    var configuration = new GamebaseRequest.Contact.Configuration()
                            {
                                userName = "User Name"
                            };

    Gamebase.Contact.RequestContactURL(configuration, (url, error) => 
    {
        if (Gamebase.IsSuccess(error) == true) 
        {
            // Open webview with 'contactUrl'
        } 
        else if (error.code == GamebaseErrorCode.UI_CONTACT_FAIL_INVALID_URL) // 6911
        { 
            // TODO: Gamebase Console Service Center URL is invalid.
            // Please check the url field in the NHN Cloud Gamebase Console.
        } 
        else 
        {
            // An error occur when requesting the contact web view url.
        }
    });
}
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