IPQS
Getting Started
Creating a New App in IPQS

To get started using the IPQS Unity Fraud Detection SDK, log in to your IPQS account and create a new app by clicking here or click the Create App button from inside the Mobile Fingerprint SDK dashboard once logged in.

After logging in, click Manage next to any app, and we'll provide customized directions for setting up and using the IPQS Fingerprinting SDK.

Each app is assigned a unique API key you can use to make requests to our Proxy and VPN Detection APIEmail Verification API, and Mobile Fingerprint SDK.

Integrating the Unity Fraud Detection SDK Into Your Game
  1. Unzip the package and place all files in your project's <Project Root>/Assets/Plugins  folder. You may not need all files included in the package. See SDK File List & Descriptions and Plugin File Placement for more details.

  2. Add the following package according to Unity's "Adding and Removing" instructions:

    Package Description
    Newtonsoft.Json Used for all json conversions.
    Import using the git URL com.unity.nuget.newtonsoft-json
    Use version 3.2.1 or later.
    Earlier releases may work, but were not tested and not guaranteed.


  3. Adjust the Unity Player Settings for your project. See Project Player Settings for a list of all player settings.

  4. There may be additional installation steps specific to your platform. Complete any platform-specific installation steps:

    Warning: iOS builds require some additional set up in XCode after the initial Unity build. Cleaning the build will require repeating these steps. See Testing and Building in XCode for details.

  5. Add the necessary code to integrate the Unity SDK into your project. See Using the SDK for complete code examples and detailed descriptions of parameters, methods, and best practices.

  6. Access your score details. A full description of the IPQSResults object can be found at IPQSResults Object.
SDK File List & Descriptions

Listed below are all the different files available and what platforms they are used for. Your game will require the Main SDK as well as whatever fingerprinter(s) match your build type.

The target framework for all .dll files is .Net Standard 2.1 so all projects can build with both .Net Standard and .Net Framework. Place the files necessary to your game in your project's <Project Root>/Assets/Plugins folder and configure them for the appropriate platform.

Note: No two UnitySDK.<Type>.dll files can be set to the same platform type.

 

File Name Description
IPQualityScore.UnitySDK.v#.#.#.dll Main SDK for all Unity builds. The accompanying fingerprinters need to be included.
IPQualityScore.Fingerprinter.Linux.so The Linux build fingerprinter.
IPQualityScore.Fingerprinter.MacOs.dylib The MacOS build fingerprinter.
IPQualityScore.Fingerprinter.Windows.dll The Windows build fingerprinter.
IPQualityScore.Fingerprinter.Android.aar The Android build fingerprinter.
IPQualityScore.Fingerprinter.iOS.BitcodeEnabled.YES.framework
IPQualityScore.Fingerprinter.iOS.BitcodeEnabled.NO.framework
Two versions of the iOS build fingerprinter. One has bitcode enabled and the other does not. Choose the one that matches your iOS build.
Plugin File Placement

All IPQualityScore plugins should be placed in your project's <Project Root>/Assets/Plugins folder.

Then, for each plugin, you must select the correct platform type located under Select platforms for plugin. If you prefer, Unity will use added folders to automatically set platforms.

Note: No two UnitySDK.<Type>.dll files can be set to the same platform type.


Plugin File Placement:

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Platform Automation Using Folders:

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Project Player Settings

Each SDK is directly affected by the following Unity Player Settings. The list is not comprehensive.

Note: The Player Setting titles below correspond with Unity 2023.1.

 

Player Setting Setting Description & Options
Scripting Backend The SDKs work with both Mono and IL2CPP options. However, the IL2CPP option may strip necessary classes. 

See Common Exceptions for how to detect if this occurs.
Api Compatibility Level Both .NET Standard 2.1 and .Net Framework are compatible. The SDK's targeted framework is .NET Standard 2.1. However, no problems were found during testing when .Net Framework was selected.
Target Minimum Versions
platform specific
Standalone macOSX = 11.0

Android = Android 6.0 'Marshmallow'

iOS = 13.0

These versions were tested. Earlier versions may still work.
Allow "unsafe" code This should be checked (true).

If unchecked (false), there may be no support for pre-defined assemblies (for example .dll, .aar, etc.).
Strip Engine Code &
Managed Striping Level
In some cases, testing with high stripping enabled led to missing classes and methods. We suggest disabling code stripping, or setting it as low as possible.
See Common Exceptions for how to detect if this occurs.
Internet Access
Android only
Use "Require".

If "Auto" is selected, Unity will only enable internet access if non-pre-defined code accesses the internet in some fashion.
Location Usage Description
iOS Only
iOS builds may require a description here even if you do not want the user's location. However, this alone will not prompt the user for location permission. It merely defines the message prompt when and if the program tries to access location data.

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