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f8-features-sdkmanager-workflow

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Use when implementing or troubleshooting SDKManager feature workflows — native platform integration, login, pay, ads, and platform-specific setup in F8Framework.

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How to use this skill

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Source SKILL.md: https://github.com/TippingGame/F8Framework/blob/HEAD/Tests/AISkills/f8framework-skills/features/f8-features-sdkmanager-workflow/SKILL.md

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SDKManager Feature Workflow

⚠️ IMPORTANT: Before using this feature, you MUST formally initialize F8Framework in the launch sequence. Ensure ModuleCenter.Initialize(this); has run first, then create the required module, for example FF8.SDK = ModuleCenter.CreateModule<SDKManager>();.

Use this skill when

  • The task is about SDK integration for Android, iOS, WebGL, or mini-games.
  • The user asks about login, payment, ads, or native platform interaction.
  • Setting up Jenkins CI/CD for automated builds.

Path resolution

  1. Prefer project source at Assets/F8Framework.
  2. For usage docs, read: Assets/F8Framework/Tests/SDKManager/README.md

Sources of truth

  • Runtime module: Assets/F8Framework/Runtime/SDKManager
  • Android plugins: Assets/F8Framework/Runtime/SDKManager/Plugins_Android
  • iOS plugins: Assets/F8Framework/Plugins/iOS/SDKManager
  • Test docs: Assets/F8Framework/Tests/SDKManager

Key classes and interfaces

ClassRole
SDKManagerCore module. Access via FF8.SDK.

API quick reference

FF8.SDK.SDKStart("platformId", "channelId");         // Initialize SDK
FF8.SDK.SDKLogin();                                   // Login
FF8.SDK.SDKLogout();                                  // Logout
FF8.SDK.SDKSwitchAccount();                           // Switch account
FF8.SDK.SDKLoadVideoAd("adId", "adType");             // Load video ad
FF8.SDK.SDKShowVideoAd("adId", "adType");             // Show video ad
FF8.SDK.SDKPay("serverNum", "serverName", "playerId",
    "playerName", "amount", "extra", "orderId",
    "productName", "productContent", "playerLevel",
    "sign", "guid");                                   // Payment
FF8.SDK.SDKUpdateRole("scenes", "serverId", "serverName",
    "roleId", "roleName", "roleLevel", "roleCTime",
    "rolePower", "guid");                              // Update user info
FF8.SDK.SDKExitGame();                                // Exit game
FF8.SDK.SDKToast("Native Toast");                      // Native toast

Platform setup

Android

  1. Choose correct Gradle version directory based on Unity version.
  2. Add .xml and .aar extensions respectively.
  3. Rebuild when switching Unity versions.
  4. Android Gradle version support: 6.1.1 (2021/2022), 7.6 (2023), 8.1+ (Unity 6).

iOS

  • Modify F8SDKInterfaceUnity.h and F8SDKInterfaceUnity.mm for SDK integration.

WebGL

  • Cannot use sync AB loading. Use Resources for sync or async AB.
  • Configure in F5: enable MD5 AB names, force remote loading, disable cache on WebGL.

WeChat Mini Games

  • Remove LitJson.dll from WX-WASM-SDK-V2.
  1. Add F8Framework LitJson reference to WX assemblies.
  2. Configure CDN address and Bundle Path Identifier (default StreamingAssets, change to AssetBundles).
  3. Enable "Force Remote Loading" and "Disable Cache" in F5 build tool for mini-games.

Jenkins CI

  1. Install Java SDK + Jenkins.
  2. Install Unity3d plugin in Jenkins.
  3. Configure Unity path in Jenkins Tools.
  4. Copy config.xml to Jenkins job directory.
  5. Configure build parameters matching F5 build tool settings.

Workflow

  1. Call SDKStart() to initialize the platform SDK.
  2. Implement login flow with SDKLogin().
  3. Handle payment via SDKPay() with server verification.
  4. Show ads via SDKLoadVideoAd() + SDKShowVideoAd().
  5. Update user info with SDKUpdateRole() for analytics.
  6. For platform-specific deployment, follow per-platform setup above.

Common error handling

ErrorCauseSolution
Android build failsWrong Gradle/AAR versionMatch Gradle version to Unity version
iOS callback not receivedMissing .mm implementationCheck F8SDKInterfaceUnity.mm
WebGL AB load failsSync loading not supportedUse async loading or Resources
WeChat LitJson conflictDuplicate LitJson.dllRemove from WX-WASM-SDK-V2

Cross-module dependencies

  • Build: SDK setup affects build configuration.
  • AssetManager: WebGL/mini-game asset loading has special requirements.

Output checklist

  • Platform SDK initialized.
  • Native integration files configured.
  • Platform-specific build tested.
  • Validation status and remaining risks.