- About the IPQS APIs
- Proxy & VPN Detection API
- Email Verification API
- Phone Number Validation API
- Malicious URL Scanner API
- Device Fingerprint API
- Mobile Device Fingerprinting SDK
- Gaming Fraud Detection SDK
- Dark Web Leak API
- Malware File Scanner API
- Request List API
- Fraud Reporting API
- Account Management APIs
- Bulk Validation CSV
- Allowlist Blocklist APIs
- Plugins Platforms Integrations
- IP Reputation Database
- IP Address Abuse Feed
- Email Verification Database
-
Custom Integrations
- Getting Started
- Authentication
- Refresh Secret
- IP & Proxy Checks
- Email Verification Checks
- Phone Number Validity Checks
- Device Tracker
- List Device Trackers
- Device Tracker Statistics
- Login Tokens
- Overview Statistics
- Recent Proxy Statistics
- Recent Email Statistics
- Fraud Reporting
- Retrieve Requests by ID
- Country List API Documentation
- Release Notes
Standalone Builds & Unity Editor Testing
This applies to all Windows, Linux, and MacOSX builds. This is also necessary to test in Unity's editor.
Platform Setting = Editor & Standalone
Necessary Files:
- IPQualityScore.UnitySDK.v#.#.#.Standalone.dll
- IPQualityScore.Fingerprinter.Linux.so (If building for or developing on a Linux machine)
- IPQualityScore.Fingerprinter.MacOs.dylib (If building for or developing on a MacOs machine)
- IPQualityScore.Fingerprinter.Windows.dll (If building for or developing on a Windows machine)
Android Builds
This applies to all Android device builds.
Platform Setting = Android
Necessary Files:
- IPQualityScore.UnitySDK.v#.#.#.Android.dll
- IPQualityScore.Fingerprinter.Android.aar
iOS Builds
This applies to all iOS device builds.
Platform Setting = iOS
Necessary Files:
- IPQualityScore.UnitySDK.v#.#.#.iOS.dll
- IPQualityScore.Fingerprinter.iOS.BitcodeEnabled.( YES/NO ).framework:
- The downloads folder has 2 versions of the fingerprinter. The one containing "BitcodeEnabled.YES" in the file name was build with bitcode enabled. The other does not have bitcode enabled. Choose whichever matches your build.
Testing and Building in XCode
If testing or building the project in XCode, apply these settings in XCode.
Warning
If you clean the build, you must reapply these settings.
Info.plist Additions:
You must add the following info.plist values to your build before testing and production. If you clean or replace the build at any time, you will likely need to re-add this list. Follow these steps:
- Build the project and open it in XCode.
- Right click the info.plist file and select Open As > Source
- Past the following into the plist file:
<key>LSApplicationQueriesSchemes</key>
<array>
<string>undecimus</string>
<string>cydia</string>
<string>sileo</string>
<string>zbra</string>
<string>filza</string>
<string>activator</string>
</array>

Enable / Disable Bitcode in the XCode Project:
-
Build the project and open it in XCode.
-
Go to Project Settings >
> Build Settings > Enable Bitcode and choose yes or no based on the extension framework you used. The fingerprinter containing "BitcodeEnabled.YES" in the file name requires you to enable Bitcode. The other fingerprinter should not have Bitcode enabled. Choose whichever matches your build. Be sure to check that each target has this same setting. 
All Other Builds
IPQS does not currently fingerprint other platforms. However, the main UnitySDK.dll will still register user devices, track custom statistics and receive an accurate fraud score. Feel free to contact us with suggestions.
Platform Setting = Whatever you're building
Necessary Files:
- IPQualityScore.UnitySDK.dll