Native plugins · SDK bridges · UPM
Your native SDK, working in Unity
Your ads network, analytics platform, or payment provider only ships a native Android/iOS SDK — and your game is in Unity. I write the native bridge in Kotlin, Java, Swift, or Objective-C, wrap it in a clean C# API, and deliver it as a Unity package your team installs in one line.
What you get
- Custom Android plugins (Kotlin/Java, AAR) and iOS plugins (Swift/Obj-C, xcframework)
- Any documented native SDK wrapped into an idiomatic, async-friendly C# API
- Callbacks marshalled safely to the Unity main thread — no mystery crashes
- Dependency conflicts resolved properly (External Dependency Manager, Gradle, CocoaPods)
- Delivered as a versioned UPM package with samples and docs
- Build post-processors so integration survives every Unity upgrade
Proof, not promises
I've built these bridges for ads and analytics SDKs among others — the approach works for anything with documentation. Plugin work has been part of my toolkit since my first job in 2014, and I ship my own tooling too: RefSafe Pro is live on the Unity Asset Store.
Common questions
What kinds of SDKs can you bring into Unity?
Anything with documentation: ads and mediation, analytics, attribution, push notifications, auth, payments, or your in-house native library. If it runs on Android or iOS, it can have a clean C# API.
How is the work delivered?
As a versioned Unity package (UPM) with a sample scene and setup docs — your team installs it from a git URL or your registry in one line. No loose files dumped into Assets.
What happens when the native SDK releases a new version?
The bridge is built to isolate SDK versions behind the C# API, so updates are usually contained. I offer maintenance retainers for teams that want version bumps handled for them.
Tell me about your project
A short message is enough — what you're building, the platform, and roughly when you need it. I read every message and usually reply within a day.