Releases: braze-inc/braze-unity-sdk
Releases · braze-inc/braze-unity-sdk
2.7.0
2.7.0
Breaking
- Updated the native iOS bridge to Braze iOS SDK 3.29.1.
- Updated the Android plugin to use Braze Android SDK 11.0.0.
Fixed
- Fixed a metadata issue for Android artifacts.
2.6.0
2.6.0
Breaking
- Updated the Android plugin to use Braze Android SDK 10.0.0.
- Note that this SDK release internally uses AndroidX depdendences. See the linked SDK changelog entry for more information.
- All "jetified" packages are removed since the android artifacts are now fully on AndroidX.
- Removed
PushNotification.cs#CollapseKey
.
Changed
- Added
PushNotification.cs#RawJsonString
,PushNotification.cs#AndroidPushReceivedTimestamp
.
Added
- Added Braze configuration option for Android to toggle automatically displaying In-App Messages.
Fixed
- Fixed push notification parsing for Android in
PushNotification.cs
. - Fixed use of outdated
UNITY_IPHONE
directive inCard.cs
.
2.5.0
Breaking
- Updated the native iOS bridge to Braze iOS SDK 3.27.0. This release adds support for iOS 14 and requires XCode 12. Please read the Braze iOS SDK changelog for details.
2.4.0
2.4.0
Changed
- Updated the Android plugin to use Braze Android SDK 8.1.0.
- Updated the native iOS bridge to Braze iOS SDK 3.26.1.
Fixed
- Fixed return type of
AppboyBinding.RegisterAppboyPushMessages()
for iOS to bevoid
. - Fixed the automatic config for Android push icons to correctly used
drawable
instead ofstring
.
2.3.0
2.3.0
Changed
- Updated the Android plugin to use Braze Android SDK 8.0.1.
- Updated the native iOS bridge to Braze iOS SDK 3.25.0.
Added
- Added functionality to apps using the UserNotification framework to forward via
UnitySendMessage
push notification opens to game object methods on iOS.
2.2.2
Added
- Added a method for manually providing a push registration token via
AppboyBinding.RegisterAppboyPushMessages()
for iOS.- Note that the Android implementation accepts
string
. - The iOS implementation accepts
byte[]
.
- Note that the Android implementation accepts
Fixed
- Fixed an issue which caused the extras dictionary to not be populated in JSON push payloads sent by the SDK to Unity listeners.
2.2.1
Added
- Added an implementation for
AppboyBinding.GetInstallTrackingId()
for iOS.
Changed
- Updated the Android plugin to use Braze Android SDK 7.0.0.
2.1.0
⚠ Breaking
- Removes the unused
CrossPromotionSmall.cs
News Feed model.
Added
- Added the ability to automatically integrate Unity builds on Android in the 'Braze Configuration' window. Using this option obviates the need for a manually created
appboy.xml
file to configure Android apps.- If enabled, an autogenerated config file will be generated at
/unity-android-resources/res/values/appboy-generated.xml
in your temp gradle out directory. If disabled, this auto-generated file will be deleted. - If already using an
appboy.xml
file, the values from that configuration should be transferred in order to prevent build resource XML conflicts.
- If enabled, an autogenerated config file will be generated at
- Added
AppboyBinding.LogContentCardDismissed()
to log a Content Card dismissal. - Added Other, Unknown, Not Applicable, and Prefer not to Say options for user gender.
- Added the ability to set the endpoint for iOS via the automatic config window
Braze Configuration
. - Added support for
UserNotifications
Framework on iOS for push.
Changed
- Updated the Android plugin to use Braze Android SDK 6.0.0.
- Removed root level
Libraries
folder. Now, iOS frameworks exclusively exist underAssets/Plugins/iOS/
.
2.0.0
⚠ Breaking
- The structure of the Android plugin (i.e. found under
Assets/Plugins/Android/
) has been changed to only include AAR artifacts. All other folders have been removed.- Additionally, depending on the
.unitypackage
chosen, you can import jetified Braze AAR artifacts. These artifacts were transformed using thejetifier
tool to be compatible withandroidX
support libraries instead of thev4
support libraries. This is particularly relevant if you wish to update yourunity firebase messaging
dependencies to the latest versions, which use and requireandroidX
support libraries. Please see our documentation for more information.
- Additionally, depending on the
Added
- Added
AppboyBinding.RequestImmediateDataFlush()
to immediately request a data flush. - Added
AppboyBinding.RequestGeofences(latitude, longitude)
to manually request Braze Geofences. - Adds an option to disable automatic geofence requests on session start. Note that this is required in order to manually request geofences.
- iOS - You can do this in the plist by adding the Appboy dictionary to your Info.plist file. Inside the Appboy dictionary, add the
DisableAutomaticGeofenceRequests
boolean subentry and set the value toYES
. - Android - You can do this by configuring the boolean value for
com_appboy_automatic_geofence_requests_enabled
tofalse
in yourappboy.xml
.
- iOS - You can do this in the plist by adding the Appboy dictionary to your Info.plist file. Inside the Appboy dictionary, add the
Changed
- Updated the Android plugin to use Braze Android SDK 5.0.0.
- Updated the native iOS bridge to Braze iOS SDK 3.21.3.
1.22.0
Added
- Added the ability to receive Content Cards data within a Unity Game Object or method in C#.
- On Android, set
com_appboy_content_cards_updated_listener_game_object_name
andcom_appboy_content_cards_updated_listener_callback_method_name
in yourappboy.xml
to set your Game Object and Callback Method for receiving Content Cards updates. - On iOS, set
ContentCardsCallbackMethodName
andContentCardsGameObjectName
inside of a dictionary namedUnity
set inside a dictionary namedAppboy
within yourInfo.plist
. Alternatively, use the configuration UI under theBraze
menu added when integrating the Braze Unity package. - Our Callback example class contains an example of parsing the received Content Cards json as well as using our provided convenience model class,
ContentCard.cs
to wrap the data and log analytics. Currently,ContentCard.cs
supports logging clicks and impressions.
- On Android, set