TikTok Setup
Event tracking for TikTok ad campaigns.
TikTok is mode-independent. It activates when config fields are populated, regardless of Prototype/Full mode.
1. Create App
- Go to TikTok Events Manager (requires a TikTok ad account)
- Create a new App, or attach SDK setup to an existing MMP-connected app
- Collect three values per platform:
| TikTok Dashboard field | SorollaConfig field | Notes |
|---|---|---|
| App ID (Events Manager) | tiktokEmAppId |
Passed to SDK as setAppId |
| TikTok App ID (long numeric) | tiktokAppId |
Passed to SDK as setTTAppId |
| Access Token (App Secret) | tiktokAccessToken |
Used in SDK constructor |
2. Configure in Unity
- Open Palette > Configuration
- Under TikTok, enter all three values for Android and/or iOS
- Leave
tiktokDebugModeoff for distributed builds
TikTok initializes automatically when all three fields are populated.
What Gets Tracked
When configured, TikTok receives:
- App events via
Palette.TrackPurchase()(purchase amount + currency) - Ad revenue from MAX ILRD callbacks (revenue, currency, network, ad format)
- Custom events via the TikTok adapter directly
Troubleshooting
| Issue | Solution |
|---|---|
| Events not appearing | Check TikTok Events Manager > Test Events; verify all three config fields |
| Debug mode left on | Set tiktokDebugMode = false before any distributed build |
| Field name confusion | tiktokEmAppId is the Events Manager App ID; tiktokAppId is the long numeric TikTok App ID |
| Android init failure | TikTok requires UI thread init - check logcat for [Palette:TikTok] errors |