As an alternative to using the UnityAnalyticsAnalyticsTracker 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.