Live Activities

Teak can schedule server-driven updates to iOS Live Activities your app starts itself, and attribute taps on those activities back to the Teak campaign that drove them.

Live Activity APIs require Teak SDK 4.3.12 or newer, and iOS 16.2 or newer on the device. Guard usage with #if UNITY_IOS && TEAK_4_3_OR_NEWER at compile time and check the runtime OS before calling.
Teak drives updates for Live Activities your app develops and starts itself. Starting an activity from a push-to-start payload will come in a later release.

Integration overview

Unity does not expose ActivityKit directly, so the integration has two halves:

  1. A Swift bridge in your Xcode project that owns the ActivityAttributes type, starts the Activity<T>, and observes activity.pushTokenUpdates. You forward each token value and the activity.id back into Unity — via UnitySendMessage, a C# callback, or your preferred interop pattern.

  2. C# calls into Teak.LiveActivity from your Unity code: report the received token with StartedLiveActivity, schedule updates with ScheduleLiveActivityUpdate, and cancel pending updates with CancelLiveActivityUpdates.

The widget extension that provides the Live Activity UI is a standard Xcode target — see Apple’s Live Activities documentation for the layout, ActivityConfiguration, and widget-bundle basics.

What Teak needs from you

Three values, all from the Live Activity APIs Apple already gives you:

  • Push-to-update token — one per instance, issued when the activity starts. Observe activity.pushTokenUpdates in Swift for each activity you start and forward every value into Unity.

  • System activity idactivity.id, the per-instance identifier iOS assigns. Pass it alongside the push-to-update token so Teak can attribute taps back to the right instance.

  • Your activityId string — a stable game-chosen string (for example, "chest_timer") that Teak uses as the schedule key. It must be unique per concurrent instance — if a player can have three chest timers running at once, give them distinct ids like "chest_timer_0", "chest_timer_1", "chest_timer_2". Reusing the same activityId across two live instances will collide on the server side.

Report the push-to-update token

Once your Swift bridge has received the token bytes and the system activity id, hand them to Teak from C#:

#if UNITY_IOS && TEAK_4_3_OR_NEWER
// From your bridge callback: pushToken is a byte[], systemActivityId is a string.
StartCoroutine(Teak.LiveActivity.StartedLiveActivity(
    "chest_timer",
    pushToken,
    systemActivityId,
    (Teak.LiveActivity.Reply reply) => {
        if (reply.Error) {
            Debug.LogWarning("Teak LiveActivity registration failed: " + reply);
        }
    }));
#endif

An overload accepting a hex-encoded token string is available for callers that already hold the token as a string (for example, persisted via PlayerPrefs):

StartCoroutine(Teak.LiveActivity.StartedLiveActivity(
    "chest_timer",
    pushTokenHex,           // lowercase hex, even length
    systemActivityId,
    reply => { /* ... */ }));

Call this every time pushTokenUpdates yields a new value. Tokens rotate.

Schedule an update

#if UNITY_IOS && TEAK_4_3_OR_NEWER
Dictionary<string, object> customData = new Dictionary<string, object> {
    { "remaining", 0 },
    { "status", "ready" }
};
Dictionary<string, object> systemData = new Dictionary<string, object> {
    { "event", "update" }
};
StartCoroutine(Teak.LiveActivity.ScheduleLiveActivityUpdate(
    "chest_timer",
    60,                     // offset in seconds from server-now
    customData,
    systemData,             // optional — pass null if you don't need system fields
    reply => {
        if (reply.Error) {
            Debug.LogWarning("Schedule failed: " + reply);
        }
    }));
#endif
  • offset is seconds from server-now. The server resolves the absolute delivery time, so device clock skew doesn’t matter.

  • customData becomes the APNs content-state. Values must be JSON-serializable; pre-encode any dates per Apple’s content-state conventions. It is required — pass a non-null dictionary.

  • systemData is optional and carries Apple system fields (event, stale-date, dismissal-date). Pass null if you don’t need it.

Cancel pending updates

#if UNITY_IOS && TEAK_4_3_OR_NEWER
StartCoroutine(Teak.LiveActivity.CancelLiveActivityUpdates(
    "chest_timer",
    reply => {
        if (!reply.Error && reply.CanceledCount.HasValue) {
            Debug.Log("Canceled " + reply.CanceledCount.Value + " pending update(s).");
        }
    }));
#endif

Cancellation is scoped to the current user and the given activityId. The reply’s CanceledCount carries the number of updates the server dropped.

Because activityId is the cancellation scope, this is another reason to give concurrent instances distinct ids — cancelling "chest_timer_0" won’t touch pending updates for "chest_timer_1".

Attribute taps

When a player taps a Live Activity and resumes your app, Teak routes the launch through its normal attribution pipeline. Observe Teak.OnPostLaunchSummary as usual — for a Live Activity tap, TeakPostLaunchSummary carries:

  • SystemActivityId — the activity.id of the tapped activity

  • ScheduleId and ScheduleName — the Teak schedule that drove the activity, once the session’s server response enriches the launch

Teak.Instance.OnPostLaunchSummary += summary => {
    if (!string.IsNullOrEmpty(summary.SystemActivityId)) {
        Debug.Log("Launched from Live Activity " + summary.SystemActivityId +
                  " (schedule " + summary.ScheduleName + ")");
    }
};

No extra wiring required beyond an observer for OnPostLaunchSummary.

Live Activity taps currently surface only the schedule id and name. Creative and reward attribution is available for push and deep-link launches but is not yet sent down for Live Activity clicks.