Jump to: Supported TMC Solutions | Downloading the Plugin | Implementation | Android Permissions | Advertising Identifiers | Things to Keep in Mind | Testing & Troubleshooting | Measuring Events | In-App Events
Current Adobe Air plugin version 5.1.1
The TUNE plugin for Adobe AIR provides application session and event logging functionality via the native TUNE SDKs. The plugin is available in the form of a single .ANE file that you simply include in your AIR project. The AIR plugin is compatible with Flash Builder 4.7 and above, and was compiled using the Apache Flex SDK version 4.16 with AIR 24.0. If you require a different AIR SDK version, please see the GitHub README for build instructions for your version.
To begin logging sessions and events, first integrate the Adobe AIR plugin with your mobile app. After you initiate the measureSession
method, you can track in-app events (such as purchases, game levels, and any other user engagement).
Follow this Quick Start to get the AIR plugin up-and-running in no time.
Supported TMC Solutions
The TUNE plugin for Adobe AIR supports the following TUNE Marketing Console (TMC) solutions:
- Attribution Analytics
- App Store Analytics
Downloading the Plugin
All of our extensions/plugins are open source and available on GitHub. To download the Adobe AIR plugin, click the following link:
Adobe AIR native plugin (in the dist folder)
Before you can download the TUNE plugin for Adobe AIR, add your app to the Attribution Analytics platform.
Implementation
- Download the /dist/TuneANE.ane file and copy it into your project folder, if desired.
- Add the TuneANE.ane file to your project as a Native Extension to your AIR app: right-click your project, select Properties -> Flex Build Path -> Native Extensions -> Add ANE.
- Include the .ane file in your builds by navigating to Properties -> Flex Build Packaging -> Apple iOS/Google Android -> Native Extensions -> check the Package box next to TuneANE.ane as shown in the following screenshot.
- On app startup:
<![CDATA[ import com.tune.ane.Tune; public static var tune:Tune = Tune.instance; tune.init("your_advertiser_ID", "your_conversion_key"); // Check if a deferred deeplink is available and handle opening of the deeplink as appropriate in the success tuneDeeplinkCallback: callback. // Uncomment these lines if your TUNE account has enabled deferred deeplinks // Add event listeners for TUNE_DEEPLINK, TUNE_DEEPLINK_FAILED before checking for deferred deeplinks //tune.addEventListener(MobileAppTracker.TUNE_DEEPLINK, tuneDeeplinkCallback); //tune.addEventListener(MobileAppTracker.TUNE_DEEPLINK_FAILED, tuneDeeplinkFailedCallback); // Check for deferred deeplink //tune.checkForDeferredDeeplink(); tune.measureSession(); ]]>
Android Permissions
If your app supports Android, add the following permissions to your project XML file:
<![CDATA[
<manifest android:installLocation="auto">
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
<uses-permission android:name="android.permission.INTERNET"/>
<application>
<receiver android:name="com.tune.TuneTracker" android:exported="true">
<intent-filter>
<action android:name="com.android.vending.INSTALL_REFERRER" />
</intent-filter>
</receiver>
</application>
</manifest>
]]>
Advertising Identifiers
To increase the consistency and ease of attribution, the TUNE.ANE automatically collects the Google Advertising ID and Apple Advertising ID device identifiers as described in Unique Identifiers for Attribution.
Things to Keep in Mind
The “your_advertiser_ID” and the “your_conversion_key” values correlate with the Advertiser ID and Conversion Key that TUNE provides when you create your Mobile App in Attribution Analytics. For information about the advertiser ID and conversion key, please visit Finding Advertiser ID and Conversion Key.
If your app already has a pre-existing user base (users who have already installed your app), TUNE has several options to flag these users as Pre-Existing Users to prevent attributing these users to a marketing partner. For information about migrating existing users, please visit handle existing users prior to SDK implementation.
Testing & Troubleshooting
To test the TUNE plugin for Adobe AIR implementation in your mobile app, you can do so straight from the TUNE platform itself rather than creating a test environment. Please see our Testing Your Mobile App article for more information.
Measuring Events
After you implement the TUNE plugin for Adobe AIR in your mobile app and start logging sessions, you can move on to logging a wide variety of in-app events such as registrations and in-app purchases.
By logging and analyzing in-app events, you can more efficiently optimize both the functionality of your app and your advertising strategies. Bottom line? Understanding how your users interact with your mobile app directly impacts your ability to build effective and profitable advertising campaigns by enabling you to compare retention, engagement, and lifetime value (LTV) to your costs.
To build your own custom event, please see our Event Builder article for more information.
In-App Events
Gaining access to additional functionality; generally by completion of a particular event or level.
Including items in one's virtual shopping cart to be purchased.
Including items in one's virtual list of wanted items not to be readily purchased.
Including one's payment information to be used for making purchases.
Starting the checkout process once items have been added to one's cart and ready to complete the purchase.
Looking at or inspecting content on a page; essentially the rendering of the page.
Requesting someone to do something; for example, a friend invite or an app invite.
Completing the necessary requirements to move on to the next stage; generally applies to gaming apps.
The process by which an individual gains access to their account by identifying and authenticating themselves.
Completing a purchase transaction in which one has bought an item.
Assigning a value to something according to a particular scale; e.g. 4 stars.
The act or process of entering information about one's self to create an account.
Arranging to have something (such as a table or seat) held for one's use at a later time.
Actively looking for or seeking out something via a keyword.
Giving others access to something; e.g. sending a link online content.
Applying accumulated rewards/points as payment for an item.
Finishing a lesson or instructions on how to do/achieve something.