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Kochava Integration Guide

For the Javascript version of cocos2d-x v3.x - (all other versions)

SDK Version

Integration

Open a terminal and use the following command to install the SDKBOX Kochava plugin. Make sure you setup the SDKBOX installer correctly.

$ sdkbox import kochava

Important Notice

Please make sure the following settings in your project to make the plugin work well.

Disable App Transport Security

Adding the following entry to the info.plist file:

<key>NSAppTransportSecurity</key>
<dict>
    <key>NSAllowsArbitraryLoads</key>
    <true/>
</dict>

It should look like this:

Disable Bitcode support

You have to turn off Bitcode support. If you don't, cocos2d-x will fail to build.

Set your game requires full screen

If your game doesn't support all screen orientations, you will need to check Requires full screen in Xcode. If you do not, your app will fail Apple's submission process.

Whitelist canOpenURL function

This setting depends on what plugins are in your project. You may need to add the required entry to the info.plist, under LSApplicationQueriesSchemes.

JSON Configuration

SDKBOX Installer will automatically inject a sample configuration to your sdkbox_config.json, that you have to modify it before you can use it for your own app

Here is an example of the Kochava configuration, you need to replace <KOCHAVA_APP_ID> with your specific Kochava account information. Here is an example adding Kochava:

"kochava" :
{
    "kochava_app_id" : "<KOCHAVA_APP_ID>",
    "enableLogging" : 1,
    "retrieveAttribution" : 1
}

Usage

Register Javascript Functions

You need to register all the Kochava JS functions with cocos2d-x before using them.

To do this: * Modify ./frameworks/runtime-src/Classes/AppDelegate.cpp to include the following headers:

#include "PluginKochavaJS.hpp"
sc->addRegisterCallback(register_all_PluginKochavaJS);

Initialize Kochava

Initialize the plugin by calling init() where appropriate in your code. We recommend to do this in the app.js. Example:

sdkbox.PluginKochava.init();

Tracking Events

Kochava provides tracking custom, spatial or referral events.

sdkbox.PluginKochava.trackEvent("<EVENT>", "<VALUE>");
sdkbox.PluginKochava.spatialEvent("<TITLE>", <X>, <Y>, <Z>);
sdkbox.PluginKochava.sendDeepLink("<URI>", "<YOUR APP>");

Note: On Android, the 2nd parameter () is not used. You just need to pass the .

API Reference

Methods

sdkbox.PluginKochava.init();

init the kochava service

sdkbox.PluginKochava.shutdown();

shutdown the kochava service

sdkbox.PluginKochava.enableLogging(enabled);

enable kochava api logging

sdkbox.PluginKochava.trackEvent(event, value);

track a single event

http://support.kochava.com/support/solutions/articles/1000059874-ios-sdk-documentation#caleve
sdkbox.PluginKochava.spatialEvent(title, x, y, z);

spatial event to help visualize data

http://support.kochava.com/support/solutions/articles/1000059874-ios-sdk-documentation#senspa
just support on ios
sdkbox.PluginKochava.setLimitAdTracking(limitAdTracking);

turn on/off ad tracking

http://support.kochava.com/support/solutions/articles/1000059874-ios-sdk-documentation#toglim
sdkbox.PluginKochava.sendDeepLink(url, application);

send a referral to where your app was opened from.

Listeners

Manual Integration

If the SDKBOX Installer fails to complete successfully, it is possible to integrate SDKBOX manually. If the installer complete successfully, please do not complete anymore of this document. It is not necessary.

These steps are listed last in this document on purpose as they are seldom needed. If you find yourself using these steps, please, after completing, double back and re-read the steps above for other integration items.

Manual Integration For iOS

Drag and drop the following frameworks from the plugins/ios folder of the Kochava bundle into your Xcode project, check Copy items if needed when adding frameworks:

sdkbox.framework

PluginKochava.framework

The above frameworks depend upon a number of other frameworks. You also need to add the following system frameworks, if you don't already have them:

Security.framework

SystemConfiguration.framework

UIKit.framework

Foundation.framework

AdSupport.framework

iAd.framework

CoreLocation.framework

Copy all source and header files from plugin/jsbindings/ to your projects Classes folder.

NOTE: plugin/jsbindings/jsb2 for creator 1.7.

Add these same files, that you just copied, to Xcode by either dragging and dropping them into Xcode or by using File -> Add files to....

Manual Integration For Android

SDKBOX supports three different kinds of Android projects command-line, eclipse and Android Studio.

Copy Files

Copy the following jar files from plugin/android/libs folder of this bundle into your project's /libs folder.

KochavaSDK.jar

PluginKochava.jar

sdkbox.jar

Copy jni libs

Copy and overwrite all the folders from plugin/android/jni to your <project_root>/jni/ directory.

Edit AndroidManifest.xml

Include the following permissions above the application tag:

<uses-permission android:name ="android.permission.INTERNET"/>
<uses-permission android:name ="android.permission.ACCESS_NETWORK_STATE"/>
<uses-permission android:name ="android.permission.ACCESS_WIFI_STATE"/>
<uses-permission android:name ="android.permission.READ_PHONE_STATE"/>

Additionally, you will need to add the Kochava broadcast receiver and the following meta-data tag between the application tags, this is needed for the Google Play referral data capture:

<receiver android:name ="com.kochava.android.tracker.ReferralCapture"
  android:exported ="true" >
  <intent-filter>
  <action android:name ="com.android.vending.INSTALL_REFERRER" />
  </intent-filter>
  </receiver>
  <meta-data
    android:name ="com.google.android.gms.version"
    android:value ="@integer/google_play_services_version"/>

To enable hardware acceleration in your application tag. This tag is optional on newer SDK versions and doesn't work on version 2.3.3.

<android:hardwareAccelerated="true" />

Edit Android.mk

Edit <project_root>/jni/Android.mk to:

Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:

LOCAL_WHOLE_STATIC_LIBRARIES += PluginKochava
LOCAL_WHOLE_STATIC_LIBRARIES += sdkbox

Add a call to:

$(call import-add-path,$(LOCAL_PATH))

before any import-module statements.

Add additional import-module statements at the end:

$(call import-module, ./sdkbox)
$(call import-module, ./pluginkochava)

This means that your ordering should look similar to this:

$(call import-add-path,$(LOCAL_PATH))
$(call import-module, ./sdkbox)
$(call import-module, ./pluginkochava)

Note: It is important to make sure these statements are above the existing $(call import-module,./prebuilt-mk) statement, if you are using the pre-built libraries.

Modify Application.mk (Cocos2d-x v3.0 to v3.2 only)

Edit <project_root>/jni/Application.mk to make sure APP_STL is defined correctly. If Application.mk contains APP_STL := c++_static, it should be changed to:

APP_STL := gnustl_static

Copy all source and header files from plugin/jsbindings/ to your projects Classes folder.

NOTE: plugin/jsbindings/jsb2 for creator 1.7.

Add all .cpp files, that you just copied, to Android.mk in the LOCAL_SRC_FILES section. Example

LOCAL_SRC_FILES := hellocpp/main.cpp \
                  ../../Classes/AppDelegate.cpp \
                  ../../Classes/HelloWorldScene.cpp \
                                    ../../Classes/NewSourceFile.cpp

Modify AppActivity.java

Plugin >= 2.4.0.3

  1. Find the AppActivity.java
find . -name "AppActivity.java"
  1. Replace extends Cocos2dxActivity with extends com.sdkbox.plugin.SDKBoxActivity

Example of the directory where the AppActivity.java file is located:

cpp
  - proj.android/src/org/cocos2dx/cpp/AppActivity.java
  - proj.android-studio/app/src/org/cocos2dx/cpp/AppActivity.java
  - proj.android/app/src/org/cocos2dx/cpp/AppActivity.java ( from cocos2d-x 3.17)

lua
  - frameworks/runtime-src/proj.android/src/org/cocos2dx/lua/AppActivity.java
  - frameworks/runtime-src/proj.android-studio/app/src/org/cocos2dx/lua/AppActivity.java
  - frameworks/runtime-src/proj.android/app/src/org/cocos2dx/lua/AppActivity.java (from cocos2d-x 3.17)

js
  - frameworks/runtime-src/proj.android/src/org/cocos2dx/javascript/AppActivity.java
  - frameworks/runtime-src/proj.android/app/src/org/cocos2dx/javascript/AppActivity.java ( from cocos2d-x 3.17)

Plugin < 2.4.0.3

Note: When using Cocos2d-x from source, different versions have Cocos2dxActivity.java in a different location. One way to find the location is to look in proj.android/project.properties. Example: android.library.reference.1=../../cocos2d-x/cocos/platform/android/java

In this case, Cocos2dxActivity.java should be located at:

../../cocos2d-x/cocos/platform/android/java/src/org/cocos2dx/lib/Cocos2dxActivity.java
import android.content.Intent;
import com.sdkbox.plugin.SDKBox;
onLoadNativeLibraries();
SDKBox.init(this);
    @Override
    protected void onActivityResult(int requestCode, int resultCode, Intent data) {
          if(!SDKBox.onActivityResult(requestCode, resultCode, data)) {
            super.onActivityResult(requestCode, resultCode, data);
          }
    }
    @Override
    protected void onStart() {
          super.onStart();
          SDKBox.onStart();
    }
    @Override
    protected void onStop() {
          super.onStop();
          SDKBox.onStop();
    }
    @Override
    protected void onResume() {
          super.onResume();
          SDKBox.onResume();
    }
    @Override
    protected void onPause() {
          super.onPause();
          SDKBox.onPause();
    }
    @Override
    public void onBackPressed() {
          if(!SDKBox.onBackPressed()) {
            super.onBackPressed();
          }
    }

Proguard (optional)

proguard.config=proguard.cfg
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
#   public *;
#}

# cocos2d-x
-keep public class org.cocos2dx.** { *; }
-dontwarn org.cocos2dx.**
-keep public class com.chukong.** { *; }
-dontwarn com.chukong.**

# google play service
-keep public class com.google.android.gms.** { public *; }
-dontwarn com.google.android.gms.**

-keep class com.google.protobuf.** { *; }
-dontwarn com.google.protobuf.**

-keep class * extends java.util.ListResourceBundle {
    protected Object[][] getContents();
}

-keep public class com.google.android.gms.common.internal.safeparcel.SafeParcelable {
    public static final *** NULL;
}

-keepnames @com.google.android.gms.common.annotation.KeepName class *
-keepclassmembernames class * {
    @com.google.android.gms.common.annotation.KeepName *;
}

-keepnames class * implements android.os.Parcelable {
    public static final ** CREATOR;
}

#sdkbox
-keep public class com.sdkbox.** { *; }
-dontwarn com.sdkbox.**

#kochava
# Kochava Kit
-keep public class com.kochava.android.** { *; }
-dontwarn com.kochava.android.**

Note: Proguard only works with Release builds (i.e cocos run -m release) debug builds do not invoke Proguard rules.