RudderStack Unity SDK

Detailed technical documentation on the RudderStack Unity SDK to send event data from your game to various destinations.

What is the RudderStack Unity SDK?

The RudderStack Unity SDK, simply put, is a wrapper on top of our Android SDK or iOS SDK used for tracking event data in games. After integrating this SDK to your game, you will be able to track and send the game event data to any analytics destination of your choice such as Google Analytics, Amplitude, and more.

You can check the Unity SDK codebase on GitHub to get a more hands-on understanding of how it works.

Setup requirements

To properly configure the Unity SDK, you will need the following:

  • You will need a RudderStack account. Your source writeKey should appear in the dashboard once you have signed up.

  • Your Data-plane URL. The following screenshot shows the data plane URL for the managed hosting mode:

Data Plane URL

Adding Unity SDK to your project

  • Download rudder-sdk-unity.unitypackage from our Github Repository.

  • Import the downloaded package to your project. From the Assets menu, go to Import Package - Custom Package... as shown in the following screenshot:

Importing the downloaded package
  • Select rudder-sdk-unity.unitypackage from the location where you have downloaded it and click on Open:

  • Click on Import in the import popup as shown:

Initializing RudderStack client

Add the import to all the files where you wish to use RudderClient .

using RudderStack;

After that, Add the following code in the Awake method of your main GameObject Script:

// Critical for iOS Applications where multiple components are using SQLite
// This has no effect for Android, but can be added as a safety check
// Build your config
RudderConfigBuilder configBuilder = new RudderConfigBuilder()
// get instance for RudderClient
RudderClient rudderClient = RudderClient.GetInstance(

If you are building an iOS project, RudderClient.SerializeSqlite() is important to handle races with SQLite.


You can record the users' activity in your game through the track method. Every action performed by the user is called an event.

An example of the track event is as shown:

// create event properties
Dictionary<string, object> eventProperties = new Dictionary<string, object>();
eventProperties.Add("test_key_1", "test_value_1");
eventProperties.Add("test_key_2", "test_value_2");
// create user properties
Dictionary<string, object> userProperties = new Dictionary<string, object>();
userProperties.Add("test_u_key_1", "test_u_value_1");
userProperties.Add("test_u_key_2", "test_u_value_2");
// create message to track
RudderMessageBuilder builder = new RudderMessageBuilder();
// create message to track
RudderMessageBuilder builder = new RudderMessageBuilder();
builder.WithEventProperty("foo", "bar");
builder.WithUserProperty("foo1", "bar1");


The SDK captures the deviceId and uses that as anonymousId for identifying the user. It helps to track the users across the application installation. To attach more information to the user, you can use the identify method. Once you set the identify information to the user, those will be passed to the successive track calls. To reset the user identification, you can use the reset method.

An example identify event is as shown:

RudderMessage identifyMessage = new RudderMessageBuilder().Build();
RudderTraits traits = new RudderTraits().PutEmail("");
rudderClient.Identify("some_user_id", traits, identifyMessage);


The reset method clears all the persisted traits of the previously identified user.


Upgrading the SDK

Remove all the files related to RudderStack SDK from the Plugins folder. Also remove the RudderUnityPlugin folder completely before importing the newer version of the SDK.

The following is the list of files in Plugins folder for RudderStack SDK:

  • Plugins/Android/rudder-sdk-unity-plugin-android-release.aar

  • Plugins/iOS/RudderSDKUnity

Contact us

In case of any queries, you can always reach out to us, or feel free to open an issue on our GitHub Issues page in case of any discrepancy.