Appodeal Consent Manager for Godot
API Compatible with Android plugin.
- Get Godot source.
- Copy files from this repository to
godot/modules/gaconsentmanager
folder. - Add
StackConsentManager.framework
tolib
subfolder. - Compile for iOS.
- After export Godot-project to XCode-project, replace
GameName.a
in XCode-project to file got on previous step. - Add Consent Manager framework (see Choose your type of installation section).
To use the GAConsentManager
API you first have to get the GAConsentManager
singleton:
var _consent_manager
func _ready():
if Engine.has_singleton("GAConsentManager"):
_consent_manager = Engine.get_singeton("GAConsentManager")
enum Regulation {
UNKNOWN = 0,
NONE = 1,
GDPR = 2,
CCPA = 3,
}
enum Status {
UNKNOWN = 0,
NON_PERSONALIZED = 1,
PARTLY_PERSONALIZED = 2,
PERSONALIZED = 3,
}
# Synchronize Consent Manager SDK
func synchronize(app_key: String) -> void
# Sunchronize Consent Manager SDK with params
func sunchronizeWithParams(app_key: String, params: Dictionary) -> void
# Should a consent dialog be displayed?
func shouldShowConsentDialog() -> bool
# Load Consent Dialog
func loadConsentDialog() -> void
# Is the dialog ready for display?
func isConsentDialogReady() -> bool
# Show Consent Dialog
func showConsentDialog() -> void
# Is the consent dialog shown?
func isConsentDialogPresenting() -> bool
# Get regulation
func getRegulation() -> int
# Get status
func getStatus() -> int
# Get consent
func getConsent() -> bool
# Get IAB string
func getIABConsentString() -> String
# Get consent for vendor
func hasConsentForVendor(bundle: String) -> bool
# Enable IAB storage
func enableIABStorage() -> void
# Emit when Consent Manager SDK synchronized
signal synchronized()
# Emit when Consent Manager SDK failed to synchronize
signal synchronize_failed(error: String)
# Emit when Consent Dialog loaded
signal dialog_loaded()
# Emit when Consent Dialog shown
signal dialog_shown()
# Emit when Consent Dialog failed to show
signal dialog_failed()
# Emit when Consent Dialog closed
signal dialog_closed()