This page includes everything needed to use this feature in the "Beamable SDK for Unity". Or watch this 5 minute video.
The purpose of this feature is to allow the game maker to track player behavior in the game.
Beamable Analytics provides data about how players are playing. This information is vital to designing the best game experience.
Metric information is vital to know as you design, develop, launch, and improve your game. Metrics answer the questions which are central to a game's success.
Here is a partial list.
D1, D7, D30 Retention
How many players come back after 1, 7, 30 days?
How many players make it all the way through the new player experience and get past the tutorial?
How many players click to watch an ad in the game?
Total Conversion Rate
How many players buy something in the game?
Some metrics are referred to as KPIKPI - A Key Performance Indicator is a metric that helps determine a game's successs because of their high importance.
KPIs are metrics that;
- Help determine the success of the game
- Give an understanding of core player behavior
- Show advancement towards key monetization goals
Beamable offers a complete Analytics FeatureFeature - An individual aspect of the Beamable product used to create a great user experience to prepare game makers for success.
- Analytics Events - Historical data regarding a player's user interaction or the system state
- Stats - Active data entity used for read/write of player state
- Pipeline Service - The live feed of player data
- Amazon's Athena- The analytics database with player history
Game Maker User Experience
During development, the game maker's user experience is as follows.
Follow these steps to get started.
In the capture phase, a significant moment of the user-experience is noted and captured by Beamable Analytics. This can be one of the built-in standard events or a custom event created specifically by the game maker.
The great news is that Beamable automatically tracks the most common analytics for you. These are enabled simply by integrating the Beamable SDK into the game project.
Here is a partial list of standard events.
For player account
For game monetization
For player guilds
For KPI metrics
For attribute user acquisition campaigns
Beamable allows game makers to create custom analytics and stats.
Many Beamable features will be added over time.
- These C# APIs are currently available as WIPWIP - A Work In Progress feature or workflow is in active development, but not fully released . To learn more, please contact us.
The Portal allows the game maker to view and edit player analytics.
Many Beamable features will be added over time.
- A KPIKPI - A Key Performance Indicator is a metric that helps determine a game's success Dashboard may be offered within the Portal in the future. To learn more, please contact us.
With your events and stats captured and stored, queries may be performed against them to learn more about player behavior and help design new game features and content updates.
- Direct access to Beamable's Athena database
- Forwarding from Beamable's Pipeline Service. Support includes Amazon S3, Amplitude, MixPanel, & Swrve.com.
If you change technology along the way, no problem, Beamable we can back-fill the data.
To learn more about querying Beamable analytics, please contact us.
Supports both analytics events and stats. Each use case is unique.
The source value is set automatically for each analytics events and stats.
Event came directly from front-end (game client)
This data is generally more vulnerable to hackers/risks
Event came from back-end
Event came from the multiplayer server
A Hybrid Approach
While the use cases for events and stats are often different, there are indeed common workflows where both are used in concert. For example. Beamable automatically tracks analytics event (deep history) every time a StatStat - Active data entity used for read/write of player state is changed (fast speed). This is the best of both worlds!
Here is more info about each analytics concept.
Events names are namespaced by the source to limit name collision (Ex. Client.GAME_START vs Platform.GAME_START).
The payload may include custom data set by the game maker. This is a flat set of name/value pairs.
- Data Store - A simple place to read/write info (Ex. How many characters does the player own?)
- Targeting - StatStat - Active data entity used for read/write of player states are the vector for player segmentation (Ex. A/B testing, targeted offer, focused message campaign, announcement for subset of player-base)
Supported Data Types
- String - For common alphanumeric data storage
- Numeric - Supports numeric evaluations on the back-end (<, >, =) and a fast, atomic
These hints make efficent use of concepts and workflows.
Stats are designed for simple data types; string or numeric
- Do not store C# objects
- Do not store Json blobs
Public vs Private
- Public StatStat - Active data entity used for read/write of player state - Visible to owning player and others (Ex. Player Alias, Player Avatar)
- Private StatStat - Active data entity used for read/write of player state - Visible only to the owning player (Ex. "How many characters do I have?")
Here are a few advanced configuration options and workflows.
Generally speaking each analytics call from the C# API will result in one client-server communication.
The API supports batching together multiple analytics calls (default max limit is 100) within ONE client-server communication as an optimization.
Here are highlights from the Beamable FAQ. See FAQ for more info.
Updated 15 days ago