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Event Tracking

GameAnalytics features the following event types:

EventDescription
AdAds shown and clicked, fill rate.
BusinessIn-App Purchases supporting receipt validation on GA servers.
DesignSubmit custom event id’s. Useful for tracking metrics specifically needed for your game.
ErrorSubmit exception stack traces or custom error messages.
HealthAutomatically submits health metrics related to your game such as FPS.
ImpressionImpression data from different ad networks
ProgressionLevel attempts with Start, Fail & Complete event.
ResourceManaging the flow of virtual currencies - like gems or lives
tip

Read more about events here

To send an event, remember to include the namespace GameAnalyticsSDK:

using GameAnalyticsSDK;

Business Events

Business events are used to track in-game transactions using real money.

tip

Configuration within the GameAnalytics tool is needed before receipt validation will be active. Please note that sandbox receipts will be flagged as valid. Read information about validation and requirements for different platforms here.

With Receipt

When an in-app purchase is completed call the following method.

GameAnalytics.addBusinessEvent(withCurrency: "USD" amount:999 itemType:"Weapon" itemId:"SwordOfFire" cartType:"Menu" receipt:**receipt string**)
FieldTypeDescriptionExample
currencystringCurrency code in ISO 4217 format: More info here.USD
amountintegerAmount in cents.99 is 0.99$
itemTypestringThe type / category of the item.GoldPacks
itemIdstringSpecific item bought.1000GoldPack
cartTypestringThe game location of the purchase.Max 10 unique values.EndOfLevel
receiptbase64 stringThe transaction receipt. Nil allowed.nil

If the receipt is nil (or is an invalid receipt) then the GA servers will register that amount as not validated.

In iOS objective-c you can get the receipt string like this:

// Swift
let receiptUrl = Bundle.main.appStoreReceiptURL?.path;
if (!FileManager.default.fileExists(atPath: receiptUrl!)) {
var receiptData:Data?
do {
receiptData = try Data.init(contentsOf: Bundle.main.appStoreReceiptURL!)
}
catch {
print("ERROR: " + error.localizedDescription)
}
let receipt = receiptData?.base64EncodedString(options: Data.Base64EncodingOptions.init(rawValue: 0))
}

Auto-Fetch Receipt

Using an alternative method it is possible to let the SDK retrieve the receipt automatically when called directly after a successful in-app purchase.

// Swift
GameAnalytics.addBusinessEvent(withCurrency: "USD" amount:999 itemType:"Weapon" itemId:"SwordOfFire" cartType:"Menu" autoFetchReceipt: true)

Price and currency format (ISO 4217 Format)

The amount is an integer with the price cent value. Basically this means multiplying the retrieved price with 100. Also the currency has to conform to the ISO 4217 format.

On iOS you usually implement IAP using the SKProduct classes.

When initializing you would call the initWithProductIdentifiers method using the SKProductsRequest and get a list of products (valid and invalid). Also when completing the actual purchase you should have the SKProduct object.

tip

It is possible to use code frameworks that handle IAP flow (like soom.la) and thereby get this information from that code. Make sure the price is in cents and that the currency strings are returned as required.

The code below demonstrates how to get price (cents) and currency from an SKProduct object called skProduct:

// Swift
// price in cents + local currency
let numberFormatter = NumberFormatter.init()
numberFormatter.locale = skProduct?.priceLocale
let currency = numberFormatter.currencyCode
let priceInCents = skProduct?.price.multiplying(by: 100)

Custom Business Event Fields

It is possible to use a set of key-value pairs to add extra fields but it will only be available through raw data export.

let fields = [String:Any];
fields["test"] = 100;
fields["test_2"] = "hello_world";

GameAnalytics.addBusinessEventWithCurrency("USD", 999, "Weapon", "SwordOfFire", "Menu", **receipt string**, fields);
tip

For more information on custom event fields and raw data export go here.

tip

For more information on Business Events go here.

Ad Events

The GameAnalytics ad event needs to be called when certain events happen for the implemented ad sdk’s. An ad sdk has callback methods activating code when certain things are activated (like ad show or ad clicked).

To use the ad event it is need to call the GameAnalytics SDK when these delegates are called.

The examples below describe how to implement this for the following ad-types.

  • Rewarded video
  • Interstitial
  • Bannner

All code examples use AdMob SDK to showcase example usage. Other ad networks might differ in naming/structure, but the overall process should be applicable to all.

The ad SDK name argument for the ad event needs to be all lower-case with no spaces or underscore used. Here some examples of valid values to use for ad SDK names:

  • admob
  • unityads
  • ironsource
  • applovin

Rewarded Video

When you want to show an ad, it is either available or not. Call the ad event, when the ad is not available. We do not call ad event on show, as we call it on ad close later.

if ([[GADRewardBasedVideoAd sharedInstance] isReady]) {
[[GADRewardBasedVideoAd sharedInstance] presentFromRootViewController:self];
}
else
{
[GameAnalytics addAdEventWithAction:GAAdActionFailedShow adType:GAAdTypeRewardedVideo adSdkName:@"admob" adPlacement:@"[AD_PLACEMENT_OR_UNIT_ID]"];
}

Tracking time spent

If you want to track how much the user watched then start timer and keep track of current rewarded video ad when rewardBasedVideoAdDidOpen:(GADRewardBasedVideoAd *)rewardBasedVideoAd is called The following example is a method for how you could handle this.

- (void)rewardBasedVideoAdDidOpen:(GADRewardBasedVideoAd *)rewardBasedVideoAd {
// keep track of current rewarded video ad
currentRewardedVideoPlacement = @"[AD_PLACEMENT_OR_UNIT_ID]";
// start timer for this ad identifier
[GameAnalytics startTimer:currentRewardedVideoPlacement];
}

// when application goes to background (during the display of a rewarded video ad) then the timer needs to stop.
// therefore we need to call code in viewWillDisappear:(BOOL)animated and viewWillAppear:(BOOL)animated.
- (void)viewWillDisappear:(BOOL)animated {
if(currentRewardedVideoPlacement != nil)
{
[GameAnalytics pauseTimer:currentRewardedVideoPlacement];
}
}

- (void)viewWillAppear:(BOOL)animated {
if(currentRewardedVideoPlacement != nil)
{
[GameAnalytics resumeTimer:currentRewardedVideoPlacement];
}
}

Tracking ad rewards

If you want to track rewards from rewarded videos, then call an ad event in the method where rewards are registered. For admob this method is called rewardBasedVideoAd:(GADRewardBasedVideoAd *)rewardBasedVideoAd didRewardUserWithReward:(GADAdReward *)reward and the following example is a method for how you could handle this.

   (void)rewardBasedVideoAd:(GADRewardBasedVideoAd *)rewardBasedVideoAd
didRewardUserWithReward:(GADAdReward *)reward {
// send ad event - reward recieved
[GameAnalytics addAdEventWithAction:GAAdActionRewardReceived adType:GAAdTypeRewardedVideo adSdkName:@"admob" adPlacement:@"[AD_PLACEMENT_OR_UNIT_ID]"];
}

Interstitial

Showing an interstitial ad

When you want to show an ad, it is either available or not. Call the ad event, when the ad is not available.

if (self.interstitial.isReady) {
[self.interstitial presentFromRootViewController:self];
}
else
{
[GameAnalytics addAdEventWithAction:GAAdActionFailedShow adType:GAAdTypeInterstitial adSdkName:@"admob" adPlacement:@"[AD_PLACEMENT_OR_UNIT_ID]"];
}

For interstitials we track an event at the time it is being shown The following example is a method for how you could handle this:

- (void)interstitialWillPresentScreen:(GADInterstitial *)ad {
// send ad event
[GameAnalytics addAdEventWithAction:GAAdActionShow adType:GAAdTypeInterstitial adSdkName:@"admob" adPlacement:@"[AD_PLACEMENT_OR_UNIT_ID]"];
}

Tracking user clicks

Call event when interstitialWillLeaveApplication:(GADInterstitial *)ad is called The following example is a method for how you could handle this.

- (void)interstitialWillLeaveApplication:(GADInterstitial *)ad {
// send ad event
[GameAnalytics addAdEventWithAction:GAAdActionClicked adType:GAAdTypeInterstitial adSdkName:@"admob" adPlacement:@"[AD_PLACEMENT_OR_UNIT_ID]"];
}

Showing a banner ad

If the ad loads successfully send the following ad event when adViewDidReceiveAd:(GADBannerView *)adView is called. The following example is a method for how you could handle this.

- (void)adViewDidReceiveAd:(GADBannerView *)adView {
[GameAnalytics addAdEventWithAction:GAAdActionShow adType:GAAdTypeBanner adSdkName:@"admob" adPlacement:@"[AD_PLACEMENT_OR_UNIT_ID]"];
}

Tracking banner clicks

For admob the banner ad click is registered on the adViewWillLeaveApplication:(GADBannerView *)adView callback. The following example is a method for how you could handle this.

- (void)adViewWillLeaveApplication:(GADBannerView *)adView {
// send ad event
[GameAnalytics addAdEventWithAction:GAAdActionClicked adType:GAAdTypeBanner adSdkName:@"admob" adPlacement:@"[AD_PLACEMENT_OR_UNIT_ID]"];
}

Custom Banner Event Fields

It is possible to use a set of key-value pairs to add extra fields but it will only be available through raw data export. Here is an example of how to use it:

// Swift
let fields = [String:Any];
fields["test"] = 100;
fields["test_2"] = "hello_world";

GameAnalytics.addAdEventWithAction(GAAdActionClicked,GAAdTypeBanner, "admob", "[AD_PLACEMENT_OR_UNIT_ID]", fields)
tip

For more information about raw data export go here

FieldTypeDescriptionExample
adActionenumA defined enum for ad action (for example clicked).GAAdActionClicked
GAAdActionShow
GAAdActionFailedShow
GAAdActionRewardReceived
adTypeenumA defined enum for ad type (for example interstitial).GAAdTypeVideo
GAAdTypeRewardedVideo
GAAdTypePlayable
GAAdTypeInterstitial
GAAdTypeOfferWall
GAAdTypeBanner
adSdkNamestringName of the Ad/Ad mediation SDK.admob
adPlacementstringIdentifier of ad in the game or the placement of it.level_complete_ad
durationintOptional. Only used for video ads to track how long the user watched the video for.10
noAdReasonenumOptional. Used to track the reason for not being able to show an ad when needed (for example no fill).GAAdErrorUnknown
GAAdErrorOffline
GAAdErrorNoFill
GAAdErrorInternalError
GAAdErrorInvalidRequest
GAAdErrorUnableToPrecache
tip

For more information about Ad Events go here

Impression Events

  • Fyber
  • IronSource
  • TopOn
  • MAX
  • Aequus
  • AdMob

Fyber

To use impression data from Fyber add the following code inside the bannerDidShow, interstitialDidShow or rewardedDidShow depending on what ad types you use:

- (void)bannerDidShow:(FYBBannerAdView *)banner impressionData:(FYBImpressionData *)impressionData {
NSDictionary *impressionDataDict = [NSMutableDictionary dictionaryWithDictionary:@{}];
[impressionDataDict setObject:impressionData.advertiserDomain forKey:@"advertiserDomain"];
[impressionDataDict setObject:impressionData.campaignId forKey:@"campaignId"];
[impressionDataDict setObject:impressionData.creativeId forKey:@"creativeId"];
[impressionDataDict setObject:impressionData.countryCode forKey:@"countryCode"];
[impressionDataDict setObject:impressionData.currency forKey:@"currency"];
[impressionDataDict setObject:impressionData.impressionDepth forKey:@"impressionDepth"];
[impressionDataDict setObject:impressionData.demandSource forKey:@"demandSource"];
[impressionDataDict setObject:impressionData.demandSource forKey:@"impressionId"];
[impressionDataDict setObject:impressionData.networkInstanceId forKey:@"networkInstanceId"];
[impressionDataDict setObject:impressionData.priceAccuracy forKey:@"priceAccuracy"];
[impressionDataDict setObject:impressionData.placementType forKey:@"placementType"];
[impressionDataDict setObject:impressionData.renderingSDK forKey:@"renderingSDK"];
[impressionDataDict setObject:impressionData.renderingSDKVersion forKey:@"renderingSDKVersion"];
[impressionDataDict setObject:impressionData.netPayout forKey:@"netPayout"];

[GameAnalytics addImpressionFyberEventWithAdNetworkVersion:[FairBid version] impressionData:impressionDataDict];
}

- (void)interstitialDidShow:(NSString *)placementId impressionData:(FYBImpressionData *)impressionData {
// Use same code as in 'bannerDidShow'
}

- (void)rewardedDidShow:(NSString *)placementId impressionData:(FYBImpressionData *)impressionData {
// Use same code as in 'bannerDidShow'
}

IronSource

To use impression data from IronSource add the following code inside the impressionDataDidSucceed:

// Set delegate
[IronSource setImpressionDataDelegate:delegate];

// Delegate function
- (void)impressionDataDidSucceed:(ISImpressionData *)impressionData {
NSDictionary *all_data = impressionData.all_data;
[GameAnalytics addImpressionIronSourceEventWithAdNetworkVersion:MEDIATION_SDK_VERSION impressionData:all_data];
}

TopOn

To use impression data from TopOn add the following code inside the interstitialDidShowForPlacementID (interstitial given as example the show function other ad types):

-(void) interstitialDidShowForPlacementID:(NSString *)placementID extra:(NSDictionary *)extra {
NSString* version = [[ATAPI sharedInstance].version stringByReplacingOccurrencesOfString:@"UA_" withString:@""];
[GameAnalytics addImpressionTopOnEventWithAdNetworkVersion:version impressionData:extra];
}

MAX

To use impression data from MAX add the following code inside the didDisplayAd (interstitial given as example the show function other ad types):

- (void)didDisplayAd:(MAAd *)ad
{
NSDictionary *impressionDataDict = [NSMutableDictionary dictionaryWithDictionary:@{}];
[impressionDataDict setObject:[ALSdk shared].configuration.countryCode forKey:@"country"];
[impressionDataDict setObject:ad.adUnitIdentifier forKey:@"adunit_id"];
NSString* format = @"";
NSString* d = ad.format.description;
if([d containsString:@"BANNER"])
{
format = @"BANNER";
}
else if([d containsString:@"MREC"])
{
format = @"MREC";
}
else if([d containsString:@"LEADER"])
{
format = @"LEADER";
}
else if([d containsString:@"REWARDED_INTER"])
{
format = @"REWARDED_INTER";
}
else if([d containsString:@"INTER"])
{
format = @"INTER";
}
else if([d containsString:@"REWARDED"])
{
format = @"REWARDED";
}
else if([d containsString:@"NATIVE"])
{
format = @"NATIVE";
}
else if([d containsString:@"XPROMO"])
{
format = @"XPROMO";
}
[impressionDataDict setObject:format forKey:@"adunit_format"];
[impressionDataDict setObject:ad.placement forKey:@"placement"];
[impressionDataDict setObject:ad.creativeIdentifier forKey:@"creative_id"];
[impressionDataDict setObject:ad.revenue forKey:@"revenue"];
[GameAnalytics addImpressionMaxEventWithAdNetworkVersion:[ALSdk shared].version impressionData:impressionDataDict];
}

Aequus

To use impression data from Aequus add the following code inside the adDidShowWithImpressionData:

- (void)adDidShowWithImpressionData:(id<AQImpressionDataProtocol> _Nonnull)impressionData {
​​​​ NSError* jsonError;
NSData* objectData = [impressionData.jsonRepresentation dataUsingEncoding:NSUTF8StringEncoding];
NSDictionary* json = [NSJSONSerialization JSONObjectWithData:objectData options:NSJSONReadingMutableContainers error:&jsonError];
[GameAnalytics addImpressionAequusEventWithAdNetworkVersion:json["aequusSdkVersion"] impressionData:json];
}

AdMob

To use impression data from AdMob add the following code inside the paidEventHandler method:

interstitialAd.paidEventHandler = ^void(GADAdValue *value) {
GADInterstitialAd *strongInterstitialAd = weakInterstitialAd;
NSMutableDictionary *impressionDataDict = [NSMutableDictionary dictionaryWithDictionary:@{}];
[impressionDataDict setObject:strongInterstitialAd.adUnitID forKey:@"adunit_id"];
[impressionDataDict setObject:value.currencyCode forKey:@"currency"];
[impressionDataDict setObject:@(value.precision) forKey:@"precision"];
[impressionDataDict setObject:[GameAnalytics adTypeToString:GAAdTypeInterstitial] forKey:@"adunit_format"];
[impressionDataDict setObject:strongInterstitialAd.responseInfo.adNetworkClassName forKey:@"network_class_name"];
[impressionDataDict setObject:value.value forKey:@"revenue"];
[GameAnalytics addImpressionAdMobEventWithAdNetworkVersion:[[GADMobileAds sharedInstance] sdkVersion] impressionData:impressionDataDict];
};

Custom Event Fields

It is possible to use a set of key-value pairs to add extra fields but it will only be available through raw data export. Here is an example of how to use it:

let fields = [String:Any];
fields["test"] = 100;
fields["test_2"] = "hello_world";

GameAnalytics.addImpressionEventWithAdNetworkName(adNetworkName, adNetworkVersion, impressionData, fields];
tip

For more information on custom event fields and raw data export go here.

FieldTypeDescriptionExample
adNetworkNamestringName of the ad network related to the impression data.mopub
fyber
adNetworkVersionstringVersion of the ad network related to the impression data.1.0.0
impressionDataNSDictionaryThe impression data received from the ad network.adunit_id, currency, precision, adunit_format, network_class_name, revenue
tip

For more information Impression 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 in the Configuration phase. source (add)

Add gem currency from an in-app purchase.

// Swift
GameAnalytics.addResourceEvent(with: GAResourceFlowTypeSource currency:"Gems" amount:400 itemType:"IAP" itemId:"Coins400")
sink (subtract)

Subtract gem currency to buy an item.

// Swift
GameAnalytics.addResourceEvent(with: GAResourceFlowTypeSink currency:"Gems" amount:400 itemType:"Weapons" itemId:"SwordOfFire")

GameAnalytics.addResourceEvent(with: GAResourceFlowTypeSink currency:"Gems" amount:100 itemType:"Boosters" itemId:"BeamBooster5Pack")

GameAnalytics.addResourceEvent(with: GAResourceFlowTypeSource currency:"BeamBooster" amount:5 itemType:"Gems" itemId:"BeamBooster5Pack")

Custom Resource Event Fields

It is possible to use a set of key-value pairs to add extra fields but it will only be available through raw data export. Here is an example of how to use it:

NSMutableDictionary *fields = [[NSMutableDictionary alloc] init];
fields[@"test"] = @100;
fields[@"test_2"] = @"hello_world";

[GameAnalytics addResourceEventWithFlowType:GAResourceFlowTypeSink currency:@"BeamBooster" amount:@3 itemType:@"Gameplay" itemId:@"BeamBooster5Pack" customFields:fields];
tip

For more information on custom event fields and raw data export go here.

FieldTypeDescriptionExample
flowTypeenumA defined enum for sourcing and sinking resources.GAResourceFlowTypeSink
currencystringThe 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
amountfloatAmount sourced or sinked. 0 or negative numbers are not allowed.100.0
itemTypestringFor 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
itemIdstringFor 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
caution

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.

tip

For more information on Resource Events go here.

tip

Make sure you locally test the instrumented resource events and they are being sent without any difficulties by verifying the info and verbose logs at runtime

Progression Events

Progression events are used to track attempts at completing some part of a game (level, area). A defined area should follow a 3 tier hierarchy structure (e.g: 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.

// Swift
GameAnalytics.addProgressionEvent(with: GAProgressionStatusStart progression01:"world01" progression02:"stage01" progression03:"level01")

Add a progression start event using only Progression1.

// Swift
GameAnalytics.addProgressionEvent(with: GAProgressionStatusStart progression01:"world01" progression02:nil progression03:nil)

Add a progression complete event with or without score.

// Swift
GameAnalytics.addProgressionEvent(with: GAProgressionStatusComplete progression01:"world01" progression02:"stage01" progression03:"level01" score:15000)

It is not required to use all 3 if your game does not have them, you can have any of the following combinations:

  • progression01
  • progression01 and progression02
  • progression01 and progression02 and progression03
caution

At least progression01 must be set for such events (an empty value is not allowed).

info

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)

Custom Event Fields

It is possible to use a set of key-value pairs to add extra fields but it will only be available through raw data export. Here is an example of how to use it:

NSMutableDictionary *fields = [[NSMutableDictionary alloc] init];
fields[@"test"] = @100;
fields[@"test_2"] = @"hello_world";

[GameAnalytics addProgressionEventWithProgressionStatus:GAProgressionStatusComplete progression01:@"world01" progression02:@"stage01" progression03:@"level01" score:15000 customFields:fields];
tip

For more information on custom event fields and raw data export go here.

FieldTypeDescriptionExample
progressionStatusenumStatus of added progressionGAProgressionStatusStart
GAProgressionStatusFail
GAProgressionStatusComplete
progression01stringRequired progression location.World01
progression02stringNot required. Use if needed.Stage01
progression03stringNot required. Use if needed.Level01
scoreintegerAn optional score when a user completes or fails a progression attempt.1023
tip

For more information Progression Events go here.

Design Events

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 eventid hierarchy.

caution

Please note that custom dimensions and progression filters will not be added on design and error events. Therefore you cannot (at the moment) filter by these when viewing design or error metrics.

To add a design event call the following method.

// Swift
GameAnalytics.addDesignEvent(withEventId: "Kill:Sword:Robot")

It is also possible to add a float value to the event.

// Swift
GameAnalytics.addDesignEvent(withEventId: "BossFights:FireLord:KillTimeUsed" value:234)
tip

For more information on custom event fields and raw data export go here.

tip

For more information Design Events go here.

Custom Design Event Fields

It is possible to use a set of key-value pairs to add extra fields but it will only be available through raw data export. Here is an example of how to use it:

NSMutableDictionary *fields = [[NSMutableDictionary alloc] init];
fields[@"test"] = @100;
fields[@"test_2"] = @"hello_world";

[GameAnalytics addDesignEventWithEventId:@"BossFights:FireLord:KillTimeUsed" value:@234 customFields:fields];