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.๐ 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 โ Add package from git URLโฆ 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 pageโnative messages into aGleapUnityWebViewChannel, then attach Gleap:
Gleap.StartConversation(), Gleap.TrackEvent(...), โฆ).
Congratulations ๐ You are all set ๐
Platform notes
- Unity has no built-in WebView โ use
GleapUnityWebViewChanneltogether with a commercial WebView plugin on Standalone/Mobile. - On WebGL, the widget frame is a cross-origin iframe you cannot inject into โ 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.