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public void yourOnPushSubscriptionChangedMethod(object sender, PushSubscriptionChangedEventArgs e) {
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...
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}
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**Email/SMS Subscriptions**
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Email and/or SMS subscriptions can be added or removed via:
@@ -151,7 +158,7 @@ The SDK is still accessible via a `OneSignal` static class, it provides access t
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|`void Logout()`|*Logout the user previously logged in via [login]. The [user] property now references a new device-scoped user. A device-scoped user has no user identity that can later be retrieved, except through this device as long as the app remains installed and the app data is not cleared.*|
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**User Namespace**
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### User Namespace
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The user name space is accessible via `OneSignal.User` and provides access to user-scoped functionality.
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|**C#**|**Description**|
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|`void RemoveTags(params string[] keys)`|*Remove multiple tags from the current user.*|
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**Session Namespace**
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### Session Namespace
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The session namespace is accessible via `OneSignal.Session` and provides access to session-scoped functionality.
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|**C#**|**Description**|
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|`void AddOutcomeWithValue(string name, float value)`|*Add an outcome with the provided name and value, captured against the current session.*|
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**Notifications Namespace**
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### Notifications Namespace
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The notification namespace is accessible via `OneSignal.Notifications` and provides access to notification-scoped functionality.
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|**C#**|**Description**|
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|`event EventHandler<NotificationClickEventArgs> Clicked` <br><br> `NotificationClickEventArgs { INotification Notification, INotificationClickResult Result }`|*Set an event that will fire whenever a notification is clicked on by the user.*|
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**Location Namespace**
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### Location Namespace
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The location namespace is accessible via `OneSignal.Location` and provides access to location-scoped functionality.
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|**C#**|**Description**|
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|`void RequestPermission()`|*Use this method to manually prompt the user for location permissions. This allows for geotagging so you send notifications to users based on location.*|
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**InAppMessages Namespace**
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### InAppMessages Namespace
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The In App Messages namespace is accessible via `OneSignal.InAppMessages` and provides access to in app messages-scoped functionality.
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|**C#**|**Description**|
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|`event EventHandler<InAppMessageClickEventArgs> Clicked` <br><br> `InAppMessageClickEventArgs { IInAppMessage Message, IInAppMessageClickResult Result }`|*Set the IAM click events.*|
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**LiveActivities Namespace**
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### LiveActivities Namespace
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The Live Activities namespace is accessible via `OneSignal.LiveActivities` and provides access to live activities-scoped functionality.
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|**C#**|**Description**|
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|`Task<bool> ExitAsync(string activityId)`|***Note:****This method is for iOS only<br>Exiting a Live activity deletes the association between a customer defined activityId with a Live Activity temporary push token on OneSignal's server.*|
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**Debug Namespace**
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### Debug Namespace
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The debug namespace is accessible via `OneSignal.Debug` and provides access to debug-scoped functionality.
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|**C#**|**Description**|
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> More than one file was found with OS independent path 'META-INF/kotlinx_coroutines_core.version'.
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```
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1. Go to **Player Settings** and click the Android Tab. Under **Publishing Settings**, enable the following:
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1. From the Unity Editor, navigate to **Edit > Project Settings > Player** and click the **Android** settings tab.
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2. Expand **Publishing Settings** and enable:
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- Custom Main Gradle Template
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- Custom Gradle Properties Template
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2. Resolve Android dependencies with EDM4U at **Assets > External Dependency Manager > Android Resolver > Force Resolve**
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3. Navigate to **Assets > External Dependency Manager > Android Resolver > Force Resolve** and resolve your Android dependencies.
public void yourOnPushSubscriptionChangedMethod(object sender, PushSubscriptionChangedEventArgs e) {
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}
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**Email/SMS Subscriptions**
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Email and/or SMS subscriptions can be added or removed via:
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|`void Logout()`|*Logout the user previously logged in via [login]. The [user] property now references a new device-scoped user. A device-scoped user has no user identity that can later be retrieved, except through this device as long as the app remains installed and the app data is not cleared.*|
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**User Namespace**
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### User Namespace
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The user name space is accessible via `OneSignal.User` and provides access to user-scoped functionality.
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|**C#**|**Description**|
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|`void RemoveTags(params string[] keys)`|*Remove multiple tags from the current user.*|
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**Session Namespace**
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### Session Namespace
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The session namespace is accessible via `OneSignal.Session` and provides access to session-scoped functionality.
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|**C#**|**Description**|
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|`void AddOutcomeWithValue(string name, float value)`|*Add an outcome with the provided name and value, captured against the current session.*|
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**Notifications Namespace**
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### Notifications Namespace
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The notification namespace is accessible via `OneSignal.Notifications` and provides access to notification-scoped functionality.
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|**C#**|**Description**|
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|`event EventHandler<NotificationClickEventArgs> Clicked` <br><br> `NotificationClickEventArgs { INotification Notification, INotificationClickResult Result }`|*Set an event that will fire whenever a notification is clicked on by the user.*|
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**Location Namespace**
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### Location Namespace
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The location namespace is accessible via `OneSignal.Location` and provides access to location-scoped functionality.
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|**C#**|**Description**|
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|`void RequestPermission()`|*Use this method to manually prompt the user for location permissions. This allows for geotagging so you send notifications to users based on location.*|
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**InAppMessages Namespace**
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### InAppMessages Namespace
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The In App Messages namespace is accessible via `OneSignal.InAppMessages` and provides access to in app messages-scoped functionality.
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|**C#**|**Description**|
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|`event EventHandler<InAppMessageClickEventArgs> Clicked` <br><br> `InAppMessageClickEventArgs { IInAppMessage Message, IInAppMessageClickResult Result }`|*Set the IAM click events.*|
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**LiveActivities Namespace**
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### LiveActivities Namespace
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The Live Activities namespace is accessible via `OneSignal.LiveActivities` and provides access to live activities-scoped functionality.
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|**C#**|**Description**|
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|`Task<bool> ExitAsync(string activityId)`|***Note:****This method is for iOS only<br>Exiting a Live activity deletes the association between a customer defined activityId with a Live Activity temporary push token on OneSignal's server.*|
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**Debug Namespace**
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### Debug Namespace
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The debug namespace is accessible via `OneSignal.Debug` and provides access to debug-scoped functionality.
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|**C#**|**Description**|
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> More than one file was found with OS independent path 'META-INF/kotlinx_coroutines_core.version'.
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```
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1. Go to **Player Settings** and click the Android Tab. Under **Publishing Settings**, enable the following:
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1. From the Unity Editor, navigate to **Edit > Project Settings > Player** and click the **Android** settings tab.
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2. Expand **Publishing Settings** and enable:
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- Custom Main Gradle Template
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- Custom Gradle Properties Template
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2. Resolve Android dependencies with EDM4U at **Assets > External Dependency Manager > Android Resolver > Force Resolve**
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3. Navigate to **Assets > External Dependency Manager > Android Resolver > Force Resolve** and resolve your Android dependencies.
Copy file name to clipboardExpand all lines: OneSignalExample/Assets/OneSignal/README.md
+8-2Lines changed: 8 additions & 2 deletions
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@@ -63,7 +63,7 @@ There are two methods of installation available for the OneSignal Unity SDK:
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4. A prompt to import all of the files of the OneSignal Unity SDK will appear. Click **Import** to continue and compile the scripts into your project.
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5. Navigate to **Window > OneSignal** (or follow the popup if upgrading) in the Unity Editor which will bring up a window with some final steps which need
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5. Navigate to **Window > OneSignal SDK Setup** (or follow the popup if upgrading) in the Unity Editor which will bring up a window with some final steps which need
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to be completed in order to finalize the installation. The most important of these steps is **Import OneSignal packages**.
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> *Depending on your project configuration and if you are upgrading from a previous version, some of these steps may already be marked as "completed"*
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and click **Save**.
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3. Open the **Window > Package Manager** and switch to **My Registries** via the **Packages:** dropdown menu. You will see all of the OneSignal Unity SDK packages available
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on which you can then click **Install** for the platforms you would like to include. Dependencies will be added automatically.
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4. Once the packages have finished importing you will find a new menu under **Window > OneSignal**. Open it and you will find some final steps which need to be completed
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4. Once the packages have finished importing you will find a new menu under **Window > OneSignal SDK Setup**. Open it and you will find some final steps which need to be completed
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in order to finalize the installation.
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> *Depending on your project configuration and if you are upgrading from a previous version, some of these steps may already be marked as "completed"*
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7. Make sure all **Targets** have **Enable Bitcode** set to **No** in **Build Settings**.
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### Android
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1. From the Unity Editor, navigate to **Edit > Project Settings > Player** and click the **Android** settings tab.
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2. Expand **Publishing Settings** and enable:
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- Custom Main Gradle Template
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- Custom Gradle Properties Template
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3. Navigate to **Assets > External Dependency Manager > Android Resolver > Force Resolve** and resolve your Android dependencies.
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Most of the Android setup was already handled during installation!
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The only thing remaining is to setup your own notification icons. You can do this be replacing the example icons located at `Assets/Plugins/Android/OneSignalConfig.androidlib`
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