For the complete documentation index, see llms.txt. This page is also available as Markdown.

Basic methods

Expert tips before integrating the events.

Onboarding (tutorial)

The Tutorial steps event allows you to evaluate the effectiveness of the tutorial steps system. The event should be sent at the end of each tutorial step indicating the number of every passed step as a parameter.

Use the following constants to specify basic events of tutorial steps:

  • Start or -1 - at the beginning, before the first step is completed;

  • Finish or -2 - instead of the final step number;

  • Skipped or 0 - in case а user skipped the tutorial.

  • DevToDev.TutorialState.Start or -1 - at the beginning, before the first step is completed;

  • DevToDev.TutorialState.Finish or -2 - instead of the last step number;

  • DevToDev.TutorialState.Skipped or 0 - if a user skipped the tutorial.

  • DevToDev.TutorialState.Start or -1 - at the beginning, before the first step is completed;

  • DevToDev.TutorialState.Finish or -2 - instead of the last step number;

  • DevToDev.TutorialState.Skipped or 0 - if a user skipped the tutorial.

  • -1 - Start the tutorial (at the beginning, before the first step is completed)

  • -2 - Tutorial finished (instead of the last step number)

  • 0 - Tutorial skipped (if a user skipped the tutorial).

  • DevToDev.TutorialState.Start or -1 - at the beginning, before the first step is completed;

  • DevToDev.TutorialState.Finish or -2 - instead of the last step number;

  • DevToDev.TutorialState.Skipped or 0 - if a user skipped the tutorial.

  • Start or -1 - at the beginning, before the first step is completed;

  • Finish or -2 - instead of the final step number;

  • Skipped or 0 - in case a user skipped the tutorial.

  • TutorialState.START or -1 - at the beginning, before the first step is completed;

  • TutorialState.FINISH or -2 - instead of the last step number;

  • TutorialState.SKIPPED or 0 - if a user skipped the tutorial.

  • -1 (Start) - at the beginning, before the first step is completed;

  • -2 (Finish) - instead of the number of the last step;

  • 0 (Skipped) - in case a user skipped the tutorial.

In other cases use step numbers. Make sure you use numbers above 0 to enumerate the steps.

/**
* The event allowing to track the stage of tutorial a player is on.
* @param NSUInteger tutorialStep - the latest successfully completed tutorial step.
*/
[DevToDev tutorialCompleted: (NSUInteger) tutorialStep];
/**
* The event allowing to track the stage of tutorial a player is on.
* @param int tutorialStep - the latest successfully completed tutorial step.
*/
DevToDev.tutorialCompleted(int tutorialStep);
/**
*  <param name="state"> The latest successfully completed tutorial step </param>
*/
DevToDev.SDK.Tutorial(int state)
/**
* The event allowing to track the stage of tutorial a player is on.
* @param {number} tutorialStep - the latest successfully completed tutorial step.
*/
devtodev.tutorialCompleted(tutorialStep);
/// <summary> The event allowing to track the stage of tutorial a player is on. </summary>
/// <param name="tutorialStep"> The latest successfully completed tutorial step </param>
DevToDev.Analytics.Tutorial(int tutorialStep);

Blueprint

Field

Type

Description

Step

int32

The latest successfully completed tutorial step

Code

Leveling up

This event is for games only.

You can analyze the distribution of the players over the levels. The event should be sent right after the player reached the next level. You can find more information on what is the right moment to use LevelUp event here.

Blueprint

Field

Type

Description

Level

int32

level reached by the player

Code

To track the average account balance of in-game currency by the end of each level, please provide the list of currency names and amounts.

Blueprint

Field

Type

Description

Level

int32

level reached by the player

To track the average amount of in-game currency earned during a level, it is necessary to send a special event after each time an in-game account is replenished.

Blueprint

Field

Type

Description

Game Currency Type

FString

Currency name (max. 24 symbols)

Game Currency Amount

int32

The amount an account has been credited with.

accrualType

Enum

Can take one of following values: "Earned" or "Purchased"

Code

AccrualType can take one of the following values:

Real-World Currency Payment

To track payments, add this event right after the platform confirms that a payment went through.

A unique order identifier is a value of a transactionIdentifier property in SKPaymentTransaction object inside the receipt of completed transaction.

How to find the transaction ID in GooglePlay transaction?

Find the INAPP_PURCHASE_DATA object In the JSON fields that are returned in the response data for a purchase order. A unique transaction identifier is the value of orderId property in INAPP_PURCHASE_DATA object. If the order is a test purchase made via the In-app Billing Sandbox, orderId property will be empty.

Example:

Example:

How to find the transaction ID in iTunes transaction?

Unique order identifier is a value of "transactionIdentifier" property in SKPaymentTransaction object inside the receipt of completed transaction.

How to find the transaction ID in GooglePlay transaction?

Find the INAPP_PURCHASE_DATA object In the JSON fields that are returned in the response data for a purchase order. A unique transaction identifier is the value of orderId property in INAPP_PURCHASE_DATA object. If the order is a test purchase made via the In-app Billing Sandbox, orderId property will be empty.

Blueprint

Field

type

Description

Transaction Id

FString

Unique transaction ID

In AppPrice

float

Product price (in user's currency)

In App Name

FString

Product name

In App Currency ISOCode

FString

Transaction currency (ISO 4217 format)

Code

Virtual Currency Payment

This event is for games only.

To track expenditures of in-game currency and popularity of products, add this event right after the purchase.

In case a product is bought for several game currencies at once, it is necessary to make a dictionary that includes the names and amounts of the paid currencies.

In case a product was bought for several game currencies at once, it is necessary to make a hashmap that includes the names and amounts of the paid currencies.

…and so on…

Example:

In case a product was bought for several game currencies at once, it is necessary to make a hashmap including the names and amounts of the paid currencies.

Example:

In case a product was bought for several game currencies at once, it is necessary to make a dictionary including the names and amounts of the paid currencies.

In case a product was bought for several game currencies at once, it is necessary to make a dictionary including the names and amounts of the paid currencies.

In case a product was bought for several game currencies at once, it is necessary to make a hashmap including the names and amounts of the paid currencies.

Blueprint

Notice! If the purchase is done by more than one currency, then the method should be called as many times as many currencies were used, but the amount of purchase should be set only in one of the times.

Use the method “Record Simple Item Purchase with Attributes” from Analytics Blueprint Library.

Field

Type

Description

Item Id

FString

Unique purchase Id or name (max. 32 symbols)

Item Quantity

int32

Count of purchased goods

Item Id field is the identifier of purchased item, Item Quantity is the amount of purchased item. Attributes array should contain the following obligatory information:

Field

Type

Description

purchaseType

FString

Purchase type or group (max. 96 symbols)

purchasePrice

int32

Cost of purchased goods (total cost -if several goods were purchased)

purchaseCurrency

FString

Currency name (max. 24 symbols)

Code

Custom Events

If you want to count the events that are not among basic, use custom events.

The event must have a unique name and can include up to 20 parameters. The maximum length of the event name is 72 symbols.

Every parameter inside one event must have a unique name. The maximum length of the parameter name is 32 symbols.

The values of parameters can be string or number type (int, long, float, double). The maximum length of the parameter value is 255 symbols.

For a string parameter, it is acceptable to use not more than 50,000 unique values for the whole event history. In case the limit of unique values is exceeded, the parameter is ignored.

Therefore, we recommend not to set user IDs and Unix time as parameter values of custom events. Try to integrate parameter values if they have a very large variability. Otherwise, it will be very difficult to analyze the data or after some time it may be even ignored.

We strongly recommend not to change the type of data transferred in the parameter over time. In case you change the data type in parameter, it will be duplicated with the same name and different data types in devtodev database which will result in more complicated report building.

20 parameter names may be associated with any event:

Then use method:

20 parameter names may be associated with any event:

Then use method:

Example:

20 parameter names may be associated with any event:

Example:

20 parameter names may be associated with any event:

Then use method:

Example:

20 parameter names may be associated with any event:

Then use method:

20 parameter names may be associated with any event:

Then use method:

20 parameter names may be associated with any event:

Then use method:

Field

Type

Description

Event Name

FString

Custom event name

20 parameter names may be associated with any event. Use "Record Event With Attributes".

Code

Progression event

This event is for games only.

First of all, a Progression event is used for games with short (within one game session) locations/game levels. The event allows you to gather data on passing the locations and get statistics on parameters that vary during the location passing.

Developer must use the following two methods:

  1. Method startProgressionEvent when entering the location:

  2. Method endProgressionEvent when exiting (no matter if completed or not) the location:

    LocationEventParams class methods:

Let’s look at the example of event integration for a match3 game with a location map:

  1. Method startProgressionEvent when enetring the location

  2. Method endProgressionEvent when exiting (no matter if completed or not) the location

    LocationEventParams class methods:

Let’s analyse the example of event integration on match3 game with location map:

  1. Method StartProgressionEvent when enetring the location

  2. Method EndProgressionEvent when exiting (no matter if completed or not) the location

    LocationEventParams class methods:

Let’s analyse the example of event integration on match3 game with location map:

  1. Method startProgressionEvent when enetring the location

  2. Method endProgressionEvent when exiting (no matter if completed or not) the location

    Location parameters object contains:

Let’s analyse the example of event integration on match3 game with location map:

  1. Method StartProgressionEvent when enetring the location

  2. Method EndProgressionEvent when exiting (no matter if completed or not) the location

    ProgressionEventParams class methods:

Let’s analyse the example of event integration on match3 game with location map:

  1. Method startProgressionEvent when enetring the location

  2. Method endProgressionEvent when exiting (no matter if completed or not) the location

    LocationEventParams class methods:

Let’s analyse the example of event integration on match3 game with location map:

  1. Method StartProgressionEvent when enetring the location

  2. Method EndProgressionEvent when exiting (no matter if completed or not) the location

    LocationEventParams class methods:

Let’s analyse the example of event integration on match3 game with location map:

  1. Method StartProgressionEvent when enetring the location

    Blueprint

    Field

    Type

    Description

    locationName

    FString

    The name of location user entered

    Attributes

    TArray<FAnalyticsEventAttr>

    Location parameters

    Code

  2. Method EndProgressionEvent when exiting (no matter if completed or not) the locationBlueprint

    Field

    Type

    Description

    locationName

    FString

    The name of location user left

    Attributes

    TArray<FAnalyticsEventAttr>

    Location parameters

    Earned

    TArray<FAnalyticsEventAttr>

    User earnings within the location passing (optional). Key max. length is 24 symbols.

    Spent

    TArray<FAnalyticsEventAttr>

    User spendings within the location passing (optional). Key max. length is 24 symbols.

    Location parameters

    Key

    Type

    Description

    success

    bool

    State/result of the location passing (required).

    source

    FString

    Previously visited location (optional).

    difficulty

    int32

    Location level of difficulty (optional).

    duration

    int32

    Time spent in the location (optional). In case the parameter is not specified by the developer, it will be automatically сalculated as the date difference between Start Progression Event and End Progression Event method calls.

    Code

Let’s analyse the example of event integration on match3 game with location map:

Player comes to the third location on the map “Village” while following the game map. Passing on the first level of difficulty. Before entering this location gamer passed the third location on the map “City”. .. Player passing the location. Player finishes passing of the third location on the map “Village”. The location is passed successfully. The passing took 389 seconds. Gamer finished the passing with 3 stars and gained 70 coins. While the passing gamer used boost and bought extra 5 turns.

Last updated

Was this helpful?