Event Tracking
GameAnalytics features the following event types:
Event | Description |
---|---|
Ad | Ads shown and clicked, fill rate. |
Business | In-App Purchases supporting receipt validation on GA servers. |
Design | Submit custom event id’s. Useful for tracking metrics specifically needed for your game. |
Error | Submit exception stack traces or custom error messages. |
Health | Automatically submits health metrics related to your game such as FPS. |
Impression | Impression data from different ad networks |
Progression | Level attempts with Start, Fail & Complete event. |
Resource | Managing the flow of virtual currencies - like gems or lives |
Read more about events here
Business
Business events are used to track real-money transactions.
Field | Type | Description | Example |
---|---|---|---|
amount | integer | Amount in Robux | 100 |
itemType | string | The type / category of the item. | GoldPacks |
itemId | string | Specific item bought. | 1000GoldPack |
cartType | string | The game location of the purchase. Max 10 unique values. | EndOfLevel |
The SDK will convert the specified Robux amount to USD before sending it our servers. Our servers expect all business event amounts to be in cents.
SDK conversion formula: USD cents = (1 Robux * 0.7) * 0.35
.
There is an option to automatically send business events when developer products and game passes (only in-game) are bought. It can be set in the GameAnalyticsServerInit script like this:
GameAnalytics:initialize({
automaticSendBusinessEvents = true,
-- more settings
})
If AutomaticSendBusinessEvents
is set to true (true by default), then when the server starts the GameAnalytics script will subscribe to game:GetService("MarketplaceService").PromptGamePassPurchaseFinished
to send these automatic business events.
Also you should call GameAnalytics:ProcessReceiptCallback(Info)
within your own game:GetService("MarketplaceService").ProcessReceipt
method which then send a business event for you.
It is also possible to send a business event manually which can be done as shown below:
GameAnalytics:addBusinessEvent(Player.UserId, {
amount = 100,
itemType = "boost",
itemId = "megaboost",
cartType = "ingame"
})
If you want to disable AutomaticSendBusinessEvents
it can be done like this from your script:
GameAnalytics:setEnabledAutomaticSendBusinessEvents(false)
For more information about Business Events go here.
Resource Events
Resource events are used to register the flow of your in-game economy (virtual currencies) – the sink (subtract) and the source (add) for each virtual currency.
Before calling the resource event it is needed to specify what discrete values can be used for currencies and item types.
source (add) Gem currency from an in-app purchase:
GameAnalytics:addResourceEvent(Player.UserId, {
flowType = GameAnalytics.EGAResourceFlowType.Source,
currency = "Gems",
amount = 400,
itemType = "IAP",
itemId = "Coins400"
})
sink (subtract) Gem currency to buy an item.
GameAnalytics:addResourceEvent(Player.UserId, {
flowType = GameAnalytics.EGAResourceFlowType.Sink,
currency = "Gems",
amount = 400,
itemType = "IAP",
itemId = "Coins400"
})
sink (subtract) Gem currency to source (buy) some amount of another virtual currency (BeamBooster).
GameAnalytics:addResourceEvent(Player.UserId, {
flowType = GameAnalytics.EGAResourceFlowType.Sink,
currency = "Gems",
amount = 100,
itemType = "Boosters",
itemId = "BeamBooster5Pack"
})
GameAnalytics:addResourceEvent(Player.UserId, {
flowType = GameAnalytics.EGAResourceFlowType.Source,
currency = "BeamBooster",
amount = 5,
itemType = "Gems",
itemId = "BeamBooster5Pack"
})
sink (subtract) 3 BeamBooster currency that were used during a level.
GameAnalytics:addResourceEvent(Player.UserId, {
flowType = GameAnalytics.EGAResourceFlowType.Sink,
currency = "BeamBooster",
amount = 3,
itemType = "Gameplay",
itemId = "BeamBooster5Pack"
})
Field | Type | Description | Example |
---|---|---|---|
flowType | enum | A defined enum for sourcing and sinking resources. | GameAnalytics.EGAResourceFlowType.Sink |
currency | string | The resource type/currency to track. Has to be one of the configured available resource currencies. This string can only contain [A-Za-z] characters. | Gems, BeamBoosters, Coins |
amount | float | Amount sourced or sinked. 0 or negative numbers are not allowed. | 100.0 |
itemType | string | For sink events it can describe an item category you are buying (Weapons) or a place (Gameplay) the currency was consumed. For source events it can describe how the currency was gained. For example “IAP” (for in-app purchase) or from using another currency (Gems). Has to be one of the configured available itemTypes . | Weapons, IAP, Gameplay, Boosters |
itemId | string | For sink events it can describe the specific item (SwordOfFire) gained. If consumed during Gameplay you can simply use “Consumed”. For source events it describes how the player got the added currency. This could be buying a pack (BoosterPack5) or earned through Gameplay when completing a level (LevelEnd). | BoosterPack5, SwordOfFire, LevelEnd, Coins400 |
Be careful to not call the resource event too often! In a game where the user collect coins fairly fast you should not call a Source event on each pickup. Instead you should count the coins and send a single Source event when the user either complete or fail the level.
For more info on Resource Events go here
Progression
Progression events are used to track attempts at completing some part of a game (level, area). A defined area follow a 3 tier hierarchy structure (could be world:stage:level) to indicate what part of the game the player is trying to complete.
When a player is starting a progression attempt a start event should be added.
When the player then finishes the attempt a fail or complete event should be added along with a score if needed.
Add a progression start event.
GameAnalytics:addProgressionEvent(Player.UserId, {
progressionStatus = GameAnalytics.EGAProgressionStatus.Start,
progression01 = "world01",
progression02 = "stage01",
progression03 = "level01"
})
Or with score on complete or fail attempt:
GameAnalytics:addProgressionEvent(Player.UserId, {
progressionStatus = GameAnalytics.EGAProgressionStatus.Complete,
progression01 = "world01",
progression02 = "stage01",
progression03 = "level01",
score = 100
})
Field | Type | Required | Description |
---|---|---|---|
progressionStatus | enum | yes | Start , Complete or Fail |
progression01 | string | yes | 1st progression (e.g. world01 ). |
progression02 | string | no | 2nd progression (e.g. level01 ). |
progression03 | string | no | 3rd progression (e.g. phase01 ). |
score | int | no | Score of the attempt |
It is not required to use all 3 progression tiers if your game does not have them. Below you can find all the possible combinations you can use for progression events:
progression01
progression01
andprogression02
progression01
andprogression02
andprogression03
At least progression01
must be set for such events (an empty value is not allowed).
Progressions need to be set in order (e.g: you cannot have only progression01
and progression03
, nor progression02
and progression03
, you are required to start from 01 and continue)
For more information Progression Events go here
Error
Error events are used to track custom errors in the game code. You can group the events by severity level and attach a message. To add a custom error event call the following function:
GameAnalytics:addErrorEvent(Player.UserId, {
severity = GameAnalytics.EGAErrorSeverity.critical,
message = "Something went bad in some of the smelly code!"
})
Field | Type | Description | Example |
---|---|---|---|
severity | enum | Severity of error | GameAnalytics.EGAErrorSeverity.debug GameAnalytics.EGAErrorSeverity.info GameAnalytics.EGAErrorSeverity.warning GameAnalytics.EGAErrorSeverity.error GameAnalytics.EGAErrorSeverity.critical |
message | string | Error message (can be omitted) | “Error when entering level12” |
For more information on Error Events go here.
Design
Every game is special. Therefore some needed events might not be covered by our other event types. The design event is available for you to add your own event-id hierarchy.
To add a design event call the following method.
GameAnalytics:addDesignEvent(Player.UserId, {
eventId = "Kill:Sword:Robot"
})
It is also possible to add a float value to the event. This will (in addition to count) make the mean and sum aggregation available in the tool.
GameAnalytics:addDesignEvent(Player.UserId, {
eventId = "BossFights:FireLord:KillTimeUsed",
value = 234
})
Field | Type | Description | Example |
---|---|---|---|
eventId | string | The eventId is a hierarchy string that can consist of 1-5 segments separated by ‘:’. Each segment can have a max length of 32. | “StartGame:ClassLevel1_5” “StartGame:ClassLevel6_10” |
value | float | A float event tied to the eventId. Will result in sum & mean values being available. | 34.5 |
Event id’s are strings separated by colons defining an event hierarchy – like “kill:robot:large”
.
It is important to not generate an excessive amount of unique nodes possible in the event hierarchy tree.
A bad implementation example. [level_name]:[weapon_used]:[damage_done]
level_name
could be 100 values, weapon_used could be 300 values and damage_done could be 1-5000 perhaps. This will generate an event hierarchy with: 100 * 300 * 5000 = 150M
possible nodes.
This is far too many. Also the damage should be put as a value and not in the event string. The processing will perhaps be blocked for a game doing this and cause other problems when browsing our tool.
The maximum amount of unique nodes generated should be around 10k.
For more information on Design Events go here.
Multi-Place Games
If you have a multi-place game and don’t want to end sessions in between places when teleporting.
First you need to do is to add the “gameanalytics teleport data” to you teleport data like this:
local playerIds = { playerId1, playerId2, ... }
local teleportData = {}
-- Add other teleport data...
teleportData = ga:addGameAnalyticsTeleportData(playerIds, teleportData)
-- Call teleport function with the updated teleport data
Remember all the player ids passed into ga:addGameAnalyticsTeleportData
will be flagged as teleporting and will not get an end session event sent when Players.PlayerRemoving:Connect
is called, so only call ga:addGameAnalyticsTeleportData
when needed for actual teleporting.
Also remember to ga:initialize
the SDK in the new place.
Localscript Events
Since the GameAnalytics SDK is only available on server side here how you would send events from localscripts:
Your server script in ServerScriptService
:
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local myDesignEvent = Instance.new("RemoteEvent", ReplicatedStorage)
myDesignEvent.Name = "MyDesignEvent"
local myProgressionEvent = Instance.new("RemoteEvent", ReplicatedStorage)
myProgressionEvent.Name = "MyProgressionEvent"
local GameAnalytics = require(ServerStorage.GameAnalytics)
local function onMyDesignEventFired(player, myEventId)
GameAnalytics:addDesignEvent(player.UserId, {
eventId = myEventId
})
end
myDesignEvent.OnServerEvent:Connect(onMyDesignEventFired)
local function onMyProgressionEventFired(player, myProgressionStatus, myProgression01, myProgression02, myProgression03, myScore)
GameAnalytics:addProgressionEvent(player.UserId, {
progressionStatus = myProgressionStatus,
progression01 = myProgression01,
progression02 = myProgression02,
progression03 = myProgression03,
score = myScore
})
end
myProgressionEvent.OnServerEvent:Connect(onMyProgressionEventFired)
Your localscript:
local myDesignEvent = ReplicatedStorage:WaitForChild("MyDesignEvent")
local myProgressionEvent = ReplicatedStorage:WaitForChild("MyProgressionEvent")
local function myFunctionToSendEventFrom()
myDesignEvent:FireServer("myEventId:goes:here")
myProgressionEvent:FireServer("Start", "world01", "stage01", "level01", 100)
end
In the example above used design and progression events to demonstrate how to send events from localscripts but you could use the other events as well with different parameters for the remote events.