Progression Events
Progression events are used to track a player’s journey through structured gameplay – such as worlds, levels, missions, and quests. They’re ideal for building funnel views, measuring drop off and analyzing completion rates.
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These events must be manually implemented. Refer to the SDK Documentation for code examples specific to your platform (Unity, Unreal, Roblox, iOS, Android, etc.).
Progression event Fields
| Field | Description | Type | Possible Values | Required | 
|---|---|---|---|---|
| category | Event category | String | progression | Yes | 
| progression01 | Top-level of progression hierarchy | String | E.g. world_1, quest, tutorial | Yes | 
| progression02 | Mid-level of progression hierarchy | String | E.g. level_4, chapter_2, quest_1 | No | 
| progression03 | Sub-level or variation of progression hierarchy | String | E.g. hard, boss, time_spent | No | 
| progressionStatus | Indicates the outcome of the step | enum | start, complete, fail | Yes | 
| value | Numeric value associated with progression (e.g. time, score) | integer | Any integer (e.g. 1500, 92) | No | 
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It is important to use the value field for any dynamic data - e.g. time, damage, scores - in order to avoid cardinality issues.
Progression Event Examples
| Field | Example A: A user starts Day 1 of the Wild West world | Example B: A user completes the “Enter a Competition” quest by entering the Europe competition | A player completes World 1, Level 4 in 92 seconds | 
|---|---|---|---|
| category | progression | progression | progression | 
| progression01 | wild_west_world | quest | world_1 | 
| progression02 | day_1 | enterCompetition | level_4 | 
| progression03 | - | europeCompetition | time_spent | 
| progression_status | start | complete | complete | 
| value | - | - | 92 (seconds) | 
Example Progression Event Hierarchy
