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.