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Contracts for the Encore Unity package: the methods you call, the interface you implement, the trigger components you place, and the types they exchange. Every symbol on these pages is in the EncoreKit namespace.
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Core methods

Configure()

Initialize Encore with your API key, options, and purchase controller

Identify()

Tie attribution to your own stable player ID

SetUserAttributes()

Update the attributes Encore uses to pick offers

SetLanguage()

Show Encore’s copy in a language the player picked

ClearLanguage()

Go back to the device language

Reset()

Clear the identified player on logout

Presenting offers

Placement()

Build a placement and present Encore’s sheet

IEncorePurchaseController

The interface your game implements so purchases run through your billing code

Outcomes

An event for every presentation result and late strict unlock verification

IsClaimEnabled

Turn the claim button on offer cards on or off

Trigger components

GiftsButton

The gift entry, from code or with EncoreGiftsButtonView

ClaimReminder

A banner for an offer the player claimed and hasn’t finished

EncoreTrigger

Any trigger component by its ID, and the members every one shares

Entitlements

IsActive()

Check once whether an entitlement is active

IsActivePublisher()

Follow an entitlement’s state until you dispose the handle

LinkPurchase()

Android only: link a Play purchase made outside Encore’s flow

CurrentEntitlement()

Android only: the in-app purchase product Encore offers now

RevokeEntitlements()

Testing only: expire the player’s entitlements and keep the player identified

ClearOfferCache()

Testing only, Android only: drop the offers and images loaded ahead of time

Types

PresentationResult

What one presentation did

UserAttributes

The player attributes Encore uses to pick offers

AppearanceConfig

Your colors for the sheet and trigger components

Entitlement

The entitlement types and scopes you check

EncoreCallResult

The success or failure of a call that returns no value

Basic integration

ShowAsync() never throws. Every outcome, including “nothing was presented”, is a value on the PresentationResult.

Platform support

The package supports Android, iOS, and WebGL builds. WebGL is tested in one setup only, so read the WebGL warning before you ship a WebGL build. Where the platforms differ, each entry names the ones that read it. In the Unity Editor, Encore configures but presents nothing: every placement returns a not-presented result and trigger components stay at height 0.