Supported platforms
Beta. The Gleap C# SDK is published as a pre-release (
0.1.0-beta.1). Expect the odd
change before the stable 1.0 release.🏗 Installation
The Unity binding ships as the UPM packagecom.gleap.sdk (it reuses the shared Gleap.Core engine, whose DLLs are bundled under Runtime/Plugins/). Unity supplies persistence (PlayerPrefs), device metadata (SystemInfo) and console-log capture; you supply a WebView channel that renders the widget.
Requirements
- Unity with the Newtonsoft Json package (declared as a dependency).
- A WebView plugin for Standalone/Mobile (e.g. Vuplex 3D WebView).
Add the package
In Unity open Package Manager → Add package from git URL… and enter:Gleap.Core.dll and its dependencies are bundled under Runtime/Plugins/. If Unity reports duplicate framework facades on import, delete those specific DLLs and keep Gleap.Core.dll, System.Text.Json.dll, System.Text.Encodings.Web.dll, Microsoft.Bcl.AsyncInterfaces.dll and System.IO.Pipelines.dll.
Configure the SDK
Bring your own WebView, route its page→native messages into aGleapUnityWebViewChannel, then attach Gleap:
Gleap.StartConversation(), Gleap.TrackEvent(...), …).
Congratulations 🎉 You are all set 👋
Platform notes
- Unity has no built-in WebView — use
GleapUnityWebViewChanneltogether with a commercial WebView plugin on Standalone/Mobile. - On WebGL, the widget frame is a cross-origin iframe you cannot inject into — front the existing Gleap JavaScript SDK from a
.jslibinstead of this managed channel. - The default Newtonsoft serializer is IL2CPP-safe; a
link.xmlprotects the Gleap DTOs from AOT stripping.