Android
Introduction#
If you are using a non-supported or a custom engine, we also provide the Antidote SDK library so you can directly access its validation and watermark methods.
Configuration#
To integrate the SDK for Custom Engines in your project:
- Download the latest version of Antidote SDK for Custom Android Engines.
- Unzip the downloaded file and go to "custom engine" folder.
- You will find the
antidote.aarlibrary and headers. Include them to your project.
Validation#
Example:
MyMainCode.java
Touches#
Example:
MyMainCode.java
Watermarks#
note
Only ticker mode is currently supported. More modes will be added shortly!
Example:
MyMainCode.java
Events#
Example:
MyMainCode.java
All game events consist of an action and an event name, where action can be one of the following:
| Action | Description |
|---|---|
| start | mark the start of a long-running event (e.g. boss_battle) |
| end | mark the end of a long-running event (e.g. boss_battle) |
| once | emit a once-off event (e.g. collected_powerup) |
User Information#
To access the Antidote User ID of the user opening the game, you can use the following function:
The returned string is the user ID.