Beamable Documentation

Welcome! Here is everything you need to get setup and become a Beamable expert.

Begin with the Getting Started section, learn more about Beamable features in the Manual, and check out the Script Reference APIs for advanced workflows.

Choose from the following...




Allow game maker to track player behavior


This page includes everything needed to use this feature in the "Beamable SDK for Unity". Or watch this video.

The purpose of this feature is to allow the game maker to track player behavior in the game.

Why Analytics?

Beamable Analytics provides data about how players are playing. This information is vital to designing the best game experience.

If you don't measure it, you can't improve it!


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?

Tutorial Completion

How many players make it all the way through the new player experience and get past the tutorial?

Ad Engagement

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 Analytics

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.

  1. Analytics Events - Historical data regarding a player's user interaction or the system state
  2. Stats - Active data entity used for read/write of player state
  3. Pipeline Service - The live feed of player data
  4. 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.

1. Capture Analytics

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 Analytics events or a Custom Analytics Event created specifically by the game maker.

Standard Analytics Events

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 Analytics events.




For player account




For game monetization






For player guilds






For KPI metrics






For attribute user acquisition campaigns

Custom Analytics Events

Beamable allows game makers to create custom analytics and stats.


Beamable SDK Examples

ā€¢ This and all examples are available for download at

using System.Collections.Generic;
using UnityEngine;
using Beamable.Api.Analytics;

namespace Beamable.Examples.Services.AnalyticsService
    /// <summary>
    /// Inspired by <see cref="SampleCustomEvent"/>.
    /// </summary>
    public class MyExampleEvent : CoreEvent 
        public MyExampleEvent(string foo, string bar) : base (
            new Dictionary<string, object>
                ["foo"] = foo,
                ["bar"] = bar,
                ["hello_world"] = "Hello World."
    /// <summary>
    /// Demonstrates <see cref="AnalyticsService"/>.
    /// </summary>
    public class AnalyticsServiceExample : MonoBehaviour
        //  Unity Methods  --------------------------------

        protected void Start()

        //  Methods  --------------------------------------
        private async void SetupBeamable()
            var beamableAPI = await Beamable.API.Instance;
            Debug.Log($" = {}");

            var foo = "lorem ipsum 1";
            var bar = "lorem ipsum 2";
            var myExampleEvent = new MyExampleEvent(foo, bar);
            var sendImmediately = true;
            beamableAPI.AnalyticsTracker.TrackEvent(myExampleEvent, sendImmediately);
            Debug.Log($"TrackEvent() eventName = {myExampleEvent.eventName}");

2. View Analytics

The Portal allows the game maker to view and edit player analytics.

The Beamable "Portal"


Feature Roadmap

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.

3. Query Analytics

With your Analytics 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.


If you change technology along the way, no problem, Beamable can back-fill the data.

To learn more about querying Beamable analytics, please contact us.

Analytics Events & Stats

Beamable supports both Analytics events and stats. Each use case is unique.




Analytics Event

Analytics Database

ā€¢ Relatively slow
ā€¢ Holds deep history
ā€¢ Answers queries like "When did player X purchase item Y?"

Example: Amazon's Athena


Transactional Database

ā€¢ Very fast reads/writes
ā€¢ Data purged after X days
ā€¢ Does not keep history

Example: Mongo DB


The source value is set automatically for each Analytics events and stats.






Analytics event came directly from front-end (game client)

This data is generally more vulnerable to hackers/risks



Analytics event came from back-end



Game Server

Analytics event came from the multiplayer server


Upon Request

A Hybrid Approach

While the use cases for Analytics events and stats are often different, there are indeed common workflows where both are used in concert. For example. Beamable automatically tracks an 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.

Analytics Events

Analytics 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 Structure


Use Cases for Stats

  1. Data Store - A simple place to read/write info (Ex. How many characters does the player own?)
  2. 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)

See Adding Stats for more info.


Here are a few advanced configuration options and workflows.

Analytics Event Batching

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.

ā€¢ Analytics

Updated 4 days ago


Allow game maker to track player behavior

Suggested Edits are limited on API Reference Pages

You can only suggest edits to Markdown body content, but not to the API spec.