Sample project with example integration can be downloaded from:


Unity 2019.f.40 or higher

Supported platforms

  • Android minimal version 4.1 (API level 16) or higher
  • iOS 11 or higher
  • Standalone Windows/Mac for development in Editor

Include the SDK

First download the latest package from: and import it into your project through Menu > Assets > Import Package > Custom Package... and select the

Confirm the import of all the files in the package:


To connect your account to the project, enter your application ID from the dashboard open the Menu > Window > Nefta SDK:

When you include Nefta SDK a NeftaConfiguration scriptable object is created in the Resources folder. Where this configuration is stored:

Note that if you provide a null or empty application ID, the SDK will run in demo mode, showing testing ads. If you want to test the technical client part only, without configuring the backend.

Code integration

It starts with the initialization of the SDK which should be done as soon as possible to ensure accurate event recording:

_neftaAds = NeftaAds.Init();

Please keep in mind theat each platform requires their own App ID.

If you want just the events this is all that is needed. You can proceed to the implementation of the actual events: Game Event Tags.

Code integration - Ads

To start the ad logic and retrieve all the configuration (so that no resources are wasted in case you are not having ads or you don't want them straight away):


To enable communication from native to Unity make sure to call OnUpdate each frame. This is not done manually by the SDK, so you have complete control over the script execution order. Any callbacks from the native will be invoked after calling OnUpdate so you can be sure the callbacks won't be fired at random times during the frame:

public class SomeScript : MonoBehaviour
	private void Update()

This is the list of callbacks to which you can subscribe:

_neftaAds.OnReady = OnReady;
_neftaAds.OnBid = OnBid;
_neftaAds.OnLoadStart = OnLoadStart;
_neftaAds.OnLoadFail = OnLoadFail;
_neftaAds.OnLoad = OnLoad;
_neftaAds.OnShow = OnShow;
_neftaAds.OnBannerChange = OnBannerChange;
_neftaAds.OnClick = OnClick;
_neftaAds.OnClose = OnClose;
_neftaAds.OnUserRewarded = OnUserRewarded;


In case you have just one ad SDK or don't want to deal with header bidding you can skip this step.

The load function will bid and load an ad for you in the background.

You bid on a specific placement with this function:

NeftaAds.Instance.Bid("4922960754245632"); // bid by id

NeftaAds.Instance.Bid(Placement.Type.Interstitial); // bid by type

After which the OnBid callback will be fired with the price of the available ad or null if there is none. It is up to you to decide if you want to proceed and load this one, make another bid, go with an ad from another provider, or something else.

Loading and howing of an Ad

Before we can show an ad, we have to load it. We have two options for that. We can either load specific ad unit by its ID or type:

// or

After the ad loads the the OnLoad (or OnLoadFail) callback will be made. At that point IsPlacementReady function will start returning true:

// or

At this point, we can show the ad:

// or

Banner Ad Specifics

The easiest way to work with banners is to just toggle them on or off with the following function:


With this, the SDK will take care of the constant loading and showing banner placement to maximize your earnings from this position.

Whenever the banner presentation changes (gets shown, hidden, or changes size) you will get a OnBannerChange callback with covered width and height in physical pixel size so you can correctly offset application visual elements if needed.

Video Ad Specifics

After watching the rewarded video placement till the end, the OnUserRewarded will get fired so you can reward the player.


In case you want to set a custom identifier for the current player, which will be sent alongside BE calls:


You can verify the correct SDK behavior through logs: Testing


On iOS frameworks should be already configured okay out of the box, but in case you have any issues with them, make sure that you are including the correct SDK based on your target, so either the arm one or the simulator x64 one:

So that you have only one NeftaSDK in the Xcode project that is Embedded & Sign:

After integration: