Xamarin Quick Start

Current Xamarin version 6.0.0

The TUNE plugin for Xamarin provides application session and event measuring functionality via the TUNE native SDKs.

To begin measuring sessions, you must first integrate the Xamarin plugin with your app. You may measure in-app events – such as purchases, game levels, and any other user engagement – once you have initiated measureSession.

With this Quick Start, you can get the Xamarin plugin up and measuring in no time.

Supported TMC Solutions

The TUNE plugin for Xamarin supports the following TUNE Marketing Console solutions:

Downloading the Plugin

All of our plugins/extensions are open source and available on GitHub. The Xamarin plugin can be found at:

Xamarin plugin

It is also available via NuGet:


Before you can download the TUNE SDK, make sure to add your app to the Attribution Analytics platform.


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Advertising Identifiers

To enable accurate 1-to-1 attribution, we strongly recommend collecting the advertising identifiers.



  • The Tune.Xamarin.iOS binding includes AdSupport which allows it to auto-collect the Apple Advertising Identifier.


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 TUNE. For information about the advertiser ID and conversion key, please see our Finding Advertiser ID and Conversion Key article.

If your app already has a pre-existing user base (people 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 see our handle existing users prior to SDK implementation article.

Testing & Troubleshooting

To test the TUNE SDK implementation in your mobile app, you can do so straight from the TUNE platform itself rather than creating a test environment. For more information on this topic, please see our Testing Your Mobile App article.

Measuring Events

After you implement the TUNE SDK 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.

In-App Events

Achievement Unlocked

Gaining access to additional functionality; generally by completion of a particular event or level.

Add to Cart

Including items in one's virtual shopping cart to be purchased.

Add to Wishlist

Including items in one's virtual list of wanted items not to be readily purchased.

Added Payment Info

Including one's payment information to be used for making purchases.

Checkout Initiated

Starting the checkout process once items have been added to one's cart and ready to complete the purchase.

Content View

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.

Level Achieved

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.

Spent Credits

Applying accumulated rewards/points as payment for an item.

Tutorial Complete

Finishing a lesson or instructions on how to do/achieve something.