Custom events can be any specific in-game action your user performs. They allow you to track player behavior Unity AnalyticsAbbreviation of Unity Analytics
See in Glossary does not track automatically, such as level achievement, sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary change, entering a store, or interacting with game objects. Each custom event can have its own parameters. Setting parameters on your event allows you to filter data collected at the time the event occurred. Visualization tools for Custom Events can be viewed in the Analytics Dashboard, including Data ExplorerA Unity Analytics Dashboard page that allows you to build, view and export reports on your Analytics metrics and events. You can also see how metrics and custom events change over time. More info
See in Glossary, Funnel Analyzer, and Segment Builder.
// Reference the Unity Analytics SDK namespace
using UnityEngine.Cloud.Analytics;
// Use this call for wherever a player triggers a custom event
UnityAnalytics.CustomEvent(string customEventName,
IDictionary<string, object> eventData);
UnityAnalytics.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 AnalyticsA data platform that provides analytics for your Unity game. More info See in Glossary 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";
UnityAnalytics.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.
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