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This is a sample application powered by push notification which is build with Unity.
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Pushe SDK plugin for Unity.

Note: Works only for projects targeted Android platform.

Run the sample

  • Clone this repo: git clone
  • Open the project with your unity editor.

Add Pushe to your own project

Import Pushe to the project

  • Download the latest package from the documents or right here.

Checkout ChangeLog for more details.

  • Right click on Assets and select Import package => Custom package and browse downloaded file

  • From Assets menu, go to Play service resolver => Android resolver, and select Resolve or Force resolve

Note: Since gradle repositories refuses connections from Iran, you must use proxy in order to get the necessary files from gradle

  • For simple initialization, just drag Pushe.cs script to your game object in the hierarchy (e.g. Main camera).

Change AndroidManifest.xml

  1. Go to your Pushe console and add your application with the same application package name selected in Bundle Identifier
  2. Get the manifest content and add it to your project manifest file.

Note: If your application doesn't have such a manifest, go to C:\Program Files\Unity\Editor\Data\PlaybackEngines\androidplayer\apk and copy AndroidManifest.xml to your Assets/Plugins/Android


Your project is ready to launch. Select Build&Run from File menu and test it on your device.

Usage methods

Note: Since Pushe uses AndroidJavaObject and AndroidJavaClass, wrap all usages in try/catch block in order to prevent errors.


To initialize Pushe, make sure manifest token is set and then call:

Pushe.Initialize(); // Optional arguemnt (showGooglePlayDialog: Boolean)

Note: Before using any other Pushe methods, be sure to call Initialize() first.

Topic (Categorize users in specific groups)

To add user to a specific group, use topics. To subscribe a user to a topic:

var topicName = "sport";

And to unsubscribe:

var topicName = "sport";

Disable / Enable notification

Pushe.SetNotificationOn(); // To enable (Default settings)

Pushe.SetNotificationOff(); // To disable

Check initialization

To see if Pushe has already been initialized, use this method:

bool isPusheInitialized = Pushe.IsPusheInitialized();

Pushe id

A unique id for the device (this id belongs to the device and will not change). To get Pushe id call this method:

string pusheId = Pushe.GetPusheId();

Send notification via code

Having a Pushe id of a device, you can send notification to it using these codes.

To send a simple notification with only title and content:

var pusheId = "somePusheId";
var title = "Notification title";
var content = "Notification content";

Pushe.SendSimpleNotifToUser(pusheId, title, content);

To send notification to the current device running this code use Pushe.GetPusheId(); as the Pushe id (first argument).

To send an advance notification with other properties:

var pusheId = "somePusheId";
var notificationJson = "{ \"title\":\"Notification content\"", \"content\":\"Notification content\" }";
Pushe.SendAdvancedNotifToUser(pusheId, notificationJson);

More info and FAQ

For detailed documentations visit Troubleshooting


If there are any improvements you can add to make this sample better, feel free to send a pull request.



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