You're 3 steps away from adding great in-app support to your Unity game.
Guide to integrating the Unity plugin for the Helpshift SDK X which you can call from your C# and Javascript game scripts.
Helpshift SDK .zip folder includes:
.unitypackage
which you can import through the Unity package import procedure.helpshiftx-plugin-unity-version.unitypackage
into your Unity game:helpshiftx-plugin-unity-version.unitypackage
file to import the Helpshift SDK.iOS/Helpshift.framework
folder while importing the unitypackage. Refer here.Helpshift SDK depends on android appcompat libraries. You can get these libraries in one of the following ways depending on the build process that you use.
Use Unity Jar Resolver plugin to download and integrate android library dependencies.
If your project already uses the Unity Jar Resolver, you can skip the Unity Jar Resolver importing step.
unity-jar-resolver/external-dependency-manager-1.2.160.unitypackage
file to import the Unity Jar resolver.If you are not able to import Unity Jar Resolver packaged with Helpshift plugin due to any reason, you can use any version of Unity Jar Resolver as per your needs. Refer here: Unity Jar Resolver
Unity's in-built gradle build support and exporting to android studio does not support per plugin gradle script. Therefore, by default, Helpshift SDK cannot add the dependencies by itself.
The mainTemplate.gradle
is genereted when you enable the Custom Gradle Template property on the Player window.
The build.gradle
exists in generated Gradle project when you enable the Export Project property on the Player window and Build the project.
Update dependencies section of the mainTemplate.gradle
or build.gradle
file as:
dependencies { implementation fileTree(dir: 'libs', include: ['*.jar']) implementation(name: 'Helpshift', ext:'aar') implementation 'com.android.support:appcompat-v7:28.0.0' //... }
To use Helpshift's APIs, please import the Helpshift's namespace like below
using Helpshift;
First, create an app on the Helpshift Dashboard
show me
Create an app with Android as a selected Platform
show me
Helpshift uniquely identifies each registered App with a combination of 2 tokens:
Domain Name
Platform ID
App Id
on dashboard is your platform Id)
Settings
>SDK (for Developers)
in your agent dashboard.
Select your App and check Android as a platform from the dropdowns and copy
the 2 tokens to be passed when initializing Helpshift.
show me Initialize Helpshift by calling the method install(platformId, domain) API
using Helpshift; . . . public class MyGameControl : MonoBehaviour { private HelpshiftSdk help; ... void Awake() { help = HelpshiftSdk.GetInstance(); var configMap = new Dictionary<string, object>(); help.Install(platformId, domainName, configMap); } ... }
Placing the install call
You should place install call inside the Awake()
method. Placing it elsewhere might cause unexpected runtime problems.
HelpshiftInitializationException
Calling any API before the install call would throw an unchecked HelpshiftInitializationException in debug mode.
Android OS version Support
Calling install()
below android SDK version 21 will not work. All the APIs will be non operable.
Helpshift is now integrated in your app. You should now use the support APIs for conversation screens inside your app.
Run your app, and try starting a test conversation using the ShowConversation API call. Then goto your Helpshift agent dashboard and reply to experience the in-app messaging.
Sample usage for FAQs and conversation APIs:
public class MyGameControl : MonoBehaviour { private HelpshiftSdk help; void Awake(){ // install call here } void OnGUI () { ... var configMap = new Dictionary<string, object>(); // Starting a conversation with your customers if (MenuButton (contactButton)) { help.ShowConversation(configMap); } } }
Since the Helpshift plugin is meant for mobile devices only, you should put all Helpshift calls inside checks to make sure they are only called when running on a device.