AnalyticsTracker 컴포넌트를 사용하는 대신 Analytics.CustomEvent를 호출하여 스크립트를 통해 직접 커스텀 이벤트를 보낼 수 있습니다. 아래의 예제를 참조하십시오.
// 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. |
아래는 커스텀 이벤트에 대한 몇몇 주의 사항입니다.
아래 예제를 통해 게임이 종료되는 시점에서 사용자의 인벤토리에 무엇이 있는지 파악할 수 있습니다.
// 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 }
});
커스텀 이벤트 데이터 테스트를 서버에 전송하여 통합을 검증하려면, 커스텀 이벤트를 에디터 플레이 모드에서 트리거해야 합니다.
통합이 성공적인 경우 테스트 데이터는 아래 표에 나타납니다.
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