Unity Overview
Introduction to the Unity plugin, prerequisites, and what to expect.
Adrenaline's Unity plugin is the most fully featured integration. It provides native lifecycle hooks, asset registration utilities, and surface-level telemetry designed to work seamlessly with Unity's rendering and scene systems.
Quick Links
Jump straight to the step you need
Installation
Step-by-step guide to installing the Unity plugin.
Authentication & Setup
Logging in via editor and connecting your game.
Asset Linking
How to bind Endemic+ assets to Unity game objects (reskinning and/or measurement-only).
Testing & Preview Mode
Using Active vs. Preview mode, testing campaigns before go-live, editor analytics settings.
Deployment
Production build configuration, common deployment checklist.
Troubleshooting
Common issues, error codes, debugging tips.
What the Unity plugin does
What the plugin handles automatically at runtime
The Unity plugin connects your game to the Adrenaline runtime and handles the following automatically:
- SDK initialization and runtime lifecycle management
- Asset and surface registration
- Visibility-based impression tracking
- Telemetry batching and delivery
- Optional campaign activation and creative reskinning
All tracking is event-driven and designed to avoid per-frame polling or gameplay interference.
Prerequisites
What you need before installing the plugin
Before integrating Adrenaline into a Unity project, make sure you have:
- A Unity project using Unity 2021 LTS or later
- Access to the Adrenaline dashboard
- At least one game registered in your account
- Basic familiarity with Unity scenes, prefabs, and MonoBehaviours
No external analytics SDKs or ad frameworks are required.
How this integration works
How telemetry flows from your game to Adrenaline
At a high level, the Unity integration follows this flow:
Game Starts
SDK InitializedTrack Assets & Surfaces
Telemetry RegisteredSend Events
Visibility & EngagementBatch & Synchronize
Async TelemetryAdjust Runtime Behavior
Lifecycle ManagementAdrenaline
Cloud
The SDK is initialized when your game starts
Registered assets and surfaces are tracked during gameplay
Visibility changes trigger impression and engagement events
Telemetry is batched and sent asynchronously
Runtime behavior adapts automatically to pause, resume, and background states
All lifecycle handling is managed through Unity-native hooks.
Performance as a first-class concern.
The Unity plugin is built with performance as a first-class concern. If telemetry is disabled or unavailable, gameplay continues unaffected.
View Performance Model