As an alternative to using the AnalyticsTracker component, you can send custom events directly via script by calling Analytics.CustomEvent. See the following example:
// Reference the Unity Analytics namespace
using UnityEngine.Analytics;
// Use this call for wherever a player triggers a custom event
Analytics.CustomEvent(string customEventName,
IDictionary<string, object> eventData);
Analytics.CustomEvent Input Parameters | ||
---|---|---|
Name | Type | Description |
customEventName | string | Name of custom event. Name cannot include the prefix “unity.” — This is a reserved keyword. |
eventData | dictionary | Additional parameters sent to Unity Analytics at the time the custom event was triggered. eventData key cannot include the prefix “unity.” — This is a reserved keyword. |
A few considerations with regards to the custom events:
In the example below we are interested in knowing what our user had in their inventory at the time the game ended.
// Reference the Collections Generic namespace
using System.Collections.Generic;
int totalPotions = 5;
int totalCoins = 100;
string weaponID = "Weapon_102";
Analytics.CustomEvent("gameOver", new Dictionary<string, object>
{
{ "potions", totalPotions },
{ "coins", totalCoins },
{ "activeWeapon", weaponID }
});
To send test Custom Event data to our servers and validate your integration, trigger your Custom Event during Editor Play mode.
If integration is successful, your test data will display in the table below.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information