Basic methods
Please take a look at our 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 logic of the use of the Skipped constant in the Tutorial steps event is provided only in case a user has completely refused to pass the tutorial. After Skipped is used, no other values of the Tutorial steps event must be received.
/**
* 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);
/**
* 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 tutorialStep - the latest successfully completed tutorial step.
*/
DevToDev.tutorialCompleted(tutorialStep:int);
Blueprint
Field
Type
Description
Step
int32
The latest successfully completed tutorial step
Code
// The event allowing to track the stage of tutorial a player is on.
// int32 step - the latest successfully completed tutorial step.
UDevToDevBlueprintFunctionLibrary::TutorialCompleted(int32 step);
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.
/**
* Player has reached a new level
* @param NSInteger level - level reached by the player.
*/
[DevToDev levelUp: (NSInteger) level];
/**
* Player has reached a new level
* @param int level - level reached by the player.
*/
DevToDev.levelUp(int level);
/**
* <param name="level"> Level reached by the player </param>
*/
DevToDev.SDK.Level(int level);
/**
* Player has reached a new level
* @param {number} level - level reached by the player.
*/
devtodev.levelUp(level);
/// <summary> Player has reached a new level </summary>
/// <param name="level"> Level reached by the player </param>
DevToDev.Analytics.LevelUp(int level);
/**
* Player has reached a new level
* @param NSUInteger level - level reached by the player.
*/
[DevToDev levelUp: (NSUInteger) level];
/**
* Player has reached a new level
* @param level - level reached by the player.
*/
DevToDev.levelUp(level:int);
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.
/**
* Player has reached a new level
* @param NSInteger level - level reached by the player.
* @param NSDictionary resources - dictionary with the currency names and amounts
*/
NSDictionary * resources = @{@"Currency name 1" : @100, @"Currency name 2" : @10};
[DevToDev levelUp: (NSUInteger) level withResources: withResources: (NSDictionary *) resources];
/**
* @param int level - level reached by the player
* @param HashMap resources - hashmap with the currency names and amounts
*/
HashMap resources = new HashMap<String, Integer>();
resources.put("Currency name 1", 1000);
resources.put("Currency name 2", 10);
DevToDev.levelUp(level, resources);
/**
* <param name="level"> Player level </param>
* <param name="resources">Dictionary with the currency names and amounts</param>
*/
Dictionary<string, int> resources = new Dictionary<string, int>();
resources.Add("Currency name 1", 1000);
resources.Add("Currency name 2", 10);
DevToDev.SDK.Level(level, resources);
/**
* @param {number} level - player/character's "level"
* @param {Object} resources - Object with data about currencies. Optional.
* @param {Object[]} resources.balance - Account balance of in-game currency by the end of level. * Optional.
* @param {Object[]} resources.balance[].currency - Game currency name
* @param {Object[]} resources.balance[].amount - Game currency amount
* @param {Object[]} resources.earned - Game currency earned during the level. Optional.
* @param {Object[]} resources.earned[].currency - Game currency name
* @param {Object[]} resources.earned[].amount - Game currency amount
* @param {Object[]} resources.spent - Game currency amount spent during the level. Optional.
* @param {Object[]} resources.spent[].currency - Game currency name
* @param {Object[]} resources.spent[].amount - Game currency amount
* @param {Object[]} resources.bought - Game currency amount bought during the level. Optional.
* @param {Object[]} resources.bought[].currency - Game currency name
* @param {Object[]} resources.bought[].amount - Game currency amount
*/
devtodev.levelUp(level, resources);
/// <summary> Player has reached a new level</summary>
/// <param name="level"> Player level </param>
/// <param name="resources"> Dictionary with the currency names and amounts </param>
/// <example>
///
/// Dictionary<string, int> resources = new Dictionary<string, int>();
/// resources.Add("Currency name 1", 1000);
/// resources.Add("Currency name 2", 10);
///
/// </example>
DevToDev.Analytics.LevelUp(level, resources);
/**
* Player has reached a new level
* @param NSInteger level - level reached by the player.
* @param NSDictionary resources - dictionary with the currency names and amounts
*/
NSDictionary * resources = @{@"Currency name 1" : @100, @"Currency name 2" : @10};
[DevToDev levelUp: (NSUInteger) level withResources: withResources: (NSDictionary *) resources];
/**
* Player has reached a new level
* @param level - level reached by the player.
* @param resources - dictionary with the currency names and amounts
*/
var resources: Dictionary = new Dictionary();
resources["Currency name 1"] = 1000;
resources["Currency name 2"] = 10;
DevToDev.levelUpWithResources(level:int, resources:Dictionary);
Blueprint
Field
Type
Description
Level
int32
level reached by the player
// Player has reached a new level
// int32 level - level reached by the player.
// TArray<FAnalyticsEventAttr> Attributes - dictionary with the currency names and amounts
UDevToDevBlueprintFunctionLibrary::LevelUpWithAttributes(int32 level,
const TArray<FAnalyticsEventAttr>& Attributes);
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.
/* *
* @param NSString * currencyName - currency name (max. 24 symbols)
* @param NSInteger amount - the amount an account has been credited with.
* @param AccrualType accrualType - the way the currency was obtained: earned or purchased
*/
[DevToDev currencyAccrual: (NSInteger) amount withCurrencyName: (nonnull NSString *) currencyName
andCurrencyType: (AccrualType) accrualType];
/**
* @param String currencyName - currency name (max. 24 symbols)
* @param float currencyAmount - the amount an account has been credited with
* @param AccrualType accrualType - the way the currency was obtained: earned or purchased
*/
DevToDev.currencyAccrual(currencyName, currencyAmount, accrualType);
/**
* <param name="currencyName">Currency name (max. 24 symbols)</param>
* <param name="currencyAmount ">The amount an account has been credited with</param>
* <param name="accrualType">The way the currency was obtained: earned or purchased</param>
*/
DevToDev.SDK.CurrencyAccrual(string currencyName, float currencyAmount, AccrualType accrualType);
/// <param name="currencyName"> Currency name (max. 24 symbols) </param>
/// <param name="currencyAmount "> The amount an account has been credited with </param>
/// <param name="accrualType"> The way the currency was obtained: earned or purchased </param>
DevToDev.Analytics.CurrencyAccrual(int amount, string currencyName, AccrualType accrualType);
/**
* @param NSString * currencyName - currency name (max. 24 symbols)
* @param float amount - the amount an account has been credited with.
* @param AccrualType accrualType - the way the currency was obtained: earned or purchased
*/
/* *
* @param NSString * currencyName - currency name (max. 24 symbols)
* @param NSInteger amount - the amount an account has been credited with.
* @param AccrualType accrualType - the way the currency was obtained: earned or purchased
*/
[DevToDev currencyAccrual: (NSInteger) amount withCurrencyName: (nonnull NSString *) currencyName
andCurrencyType: (AccrualType) accrualType];
/**
* @param currencyName - currency name (max. 24 symbols)
* @param currencyAmount - the amount an account has been credited with
* @param accrualType - the way the currency was obtained: earned or purchased
*/
DevToDev.currencyAccrual(currencyName:String, currencyAmount:Number, accrualType:AccrualType);
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
FAnalytics::Get().GetDefaultConfiguredProvider()->RecordCurrencyGiven(const FString& GameCurrencyType,
int GameCurrencyAmount,
const TArray<FAnalyticsEventAttribute>& EventAttrs);
AccrualType can take one of the following values:
typedef enum {
Earned,
Purchased
} AccrualType ;
public enum AccrualType {
Earned,
Purchased
};
public enum AccrualType {
Earned,
Purchased
};
public enum AccrualType {
Earned,
Purchased
};
typedef enum {
Earned,
Purchased
} AccrualType;
AccrualType.EARNED;
AccrualType.PURCHASED;
Real-World Currency Payment
To track payments, add this event right after the platform confirms that a payment went through.
/**
* Register transactions made through the platform's payment system.
*
* @param NSString * paymentId - transaction ID (max. 64 symbols)
* @param float inAppPrice - product price (in user's currency)
* @param NSString * inAppName - product name
* @param NSString * inAppCurrencyISOCode - transaction currency (ISO 4217 format)
*/
[DevToDev realPayment: (NSString *) transactionId withInAppPrice:(float) inAppPrice
andInAppName: (NSString *) inAppName andInAppCurrencyISOCode: (NSString *) inAppCurrencyISOCode];
A unique order identifier is a value of a transactionIdentifier property in SKPaymentTransaction object inside the receipt of completed transaction.
devtodev server does not process transactions with previously used transaction IDs. Also, the server validates identifiers in appearance to avoid evident cheat transactions. To avoid adding cheat payments into reports completely, use devtodev anti-cheat service before creating a realPayment event.
/**
* Register transactions made through the platform's payment system.
*
* @param String paymentId - transaction ID (max. 64 symbols)
* @param float inAppPrice - product price (in user's currency)
* @param String inAppName - product name
* @param String inAppCurrencyISOCode - transaction currency
* (ISO 4217 format http://www.iso.org/iso/home/standards/currency_codes.htm Exapmle: "USD")
*/
DevToDev.realPayment(String paymentId, float inAppPrice, String inAppName,
String inAppCurrencyISOCode);
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.
devtodev server does not process transactions with previously used transaction IDs. Also, the server validates the identifiers in appearance to avoid evident cheat transactions. To avoid completely the entering of cheat payments from GooglePlay in reports, use devtodev anticheat service before creating realPayment event.
/**
* Register transactions made through the platform's payment system.
* <param name="orderId"> Transaction id </param>
* <param name="price"> Product price (in user's currency) </param>
* <param name="productId"> Product id (product name) </param>
* <param name="currencyCode"> Transaction currency (ISO 4217 format)</param>
*/
DevToDev.SDK.RealPayment(string orderId, float price, string productId, string currencyCode)
Example:
DevToDev.SDK.RealPayment("1836535032137741465" , 2.99f , "productId" , "USD" );
/**
* Register transactions made through the platform's payment system.
*
* @param {string} transactionId - transaction ID
* @param {number} productPrice - product price (in user's currency)
* @param {string} productName - product name
* @param {string} transactionCurrencyISOCode - transaction currency (ISO 4217 format)
*/
devtodev.realPayment(transactionId, productPrice, productName, transactionCurrencyISOCode);
Example:
devtodev.realPayment("12345", 9.99, "Currency pack 2", "USD");
/// <summary> Register transactions made through the platform's payment system. </summary>
/// <param name="paymentId"> Transaction id </param>
/// <param name="inAppPrice"> Product price (in user's currency) </param>
/// <param name="inAppName"> Product id (product name) </param>
/// <param name="inAppCurrencyISOCode"> Transaction currency (ISO 4217 format)</param>
DevToDev.Analytics.RealPayment(string paymentId, float inAppPrice, string inAppName,
string inAppCurrencyISOCode);
/**
* Register transactions made through the platform's payment system.
*
* @param NSString * paymentId - transaction ID
* @param float inAppPrice - product price (in user's currency)
* @param NSString * inAppName - product name
* @param NSString * inAppCurrencyISOCode - transaction currency (ISO 4217 format)
*/
[DevToDev realPayment: (NSString *) transactionId withInAppPrice:(float) inAppPrice
andInAppName: (NSString *) inAppName andInAppCurrencyISOCode: (NSString *) inAppCurrencyISOCode];
/**
* Register transactions made through the platform's payment system.
* @param paymentId - transaction ID
* @param inAppPrice - product price (in user's currency)
* @param inAppName - product name
* @param inAppCurrencyISOCode - transaction currency (ISO 4217 format)
*/
DevToDev.realPayment(paymentId:String, inAppPrice:Number, inAppName:String,
inAppCurrencyISOCode:String);
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.
devtodev server does not process transactions with previously used transaction IDs. Also the server validates the identifiers in appearance, to avoid evident cheat transactions. To avoid the entering of cheat payments in reports completely, use devtodev anticheat service before creating realPayment event.
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
// Register transactions made through the platform's payment system.
// FString transactionId - transaction ID
// float inAppPrice - product price (in user's currency)
// FString inAppName - product name
// FString inAppCurrencyISOCode - transaction currency (ISO 4217 format)
UDevToDevBlueprintFunctionLibrary::RealPayment(const FString& transactionId,
float inAppPrice,
const FString& inAppName,
const FString& inAppCurrencyISOCode);
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-app purchase with a definite article ID.
*
* @param NSString purchaseId - unique purchase Id or name (max. 32 symbols)
* @param NSString purchaseType - purchase type or group (max. 96 symbols)
* @param NSInteger purchaseAmount - count of purchased goods
* @param NSInteger purchasePrice - cost of purchased goods (total cost -if several goods were purchased)
* @param NSString purchaseCurrency - currency name (max. 24 symbols)
*/
[DevToDev inAppPurchase: (NSString *) purchaseId withPurchaseType: (NSString *) purchaseType
andPurchaseAmount: (NSInteger) purchase Amount andPurchasePrice: (NSInteger) purchaseprice
andPurchaseCurrency: (NSString *) purchaseCurrency];
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.
NSMutableDictionary * resources = [[NSMutableDictionary alloc] init];
[resources setObject:@100 forKey:@"currency1"];
[resources setObject:@10 forKey:@"currency2"];
//...and so on...
[DevToDev inAppPurchase:(NSString )purchaseId withPurchaseType:(NSString )purchaseType
andPurchaseAmount:(NSInteger)purchaseAmount andResources: (NSDictionary *) resources];
/**
* In-app purchase with a definite article ID.
*
* @param purchaseId - unique purchase Id or name (max. 32 symbols)
* @param purchaseType - purchase type or group (max. 96 symbols)
* @param purchaseAmount - count of purchased goods
* @param purchasePrice - cost of purchased goods (total cost - if several goods were purchased)
* @param purchaseCurrency - currency name (max. 24 symbols)
*/
DevToDev.inAppPurchase(String purchaseId, String purchaseType, int purchaseAmount,
int purchasePrice, String purchaseCurrency);
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.
HashMap resources = new HashMap();
resources.put("currency_1", 120);
resources.put("currency_2", 29);
…and so on…
DevToDev.inAppPurchase(String purchaseId, String purchaseType, int purchaseAmount, HashMap resources);
/**
* <param name="purchaseId"> Unique purchase ID or name (max. 32 symbols)</param>
* <param name="purchaseType"> Purchase type or group (max. 96 symbols)</param>
* <param name="purchaseAmount"> Number of purchased goods </param>
* <param name="purchasePrice"> Cost of purchased goods (total cost - if several goods were purchased)</param>
* <param name="purchasePriceCurrency"> Currency name (max. 24 symbols)</param>
*/
DevToDev.SDK.InAppPurchase(string purchaseId, string purchaseType, int purchaseAmount,
int purchasePrice, string purchasePriceCurrency)
Example:
DevToDev.SDK.InAppPurchase("sword", "weapons", 1, 200, "coins");
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.
Dictionary<string, int> resources = new Dictionary<string, int>();
resources.Add("currency_1", 120);
resources.Add("currency_2", 29);
//...and so on...
DevToDev.SDK.InAppPurchase(string purchaseId, string purchaseType, int purchaseAmount,
Dictionary<string, int> resources);
/**
* Tracks in-app purchases.
*
* @param {string} purchaseId - unique purchase Id or name (max. 32 symbols)
* @param {string} purchaseType - purchase type or group (max. 96 symbols)
* @param {number} purchaseAmount - count of purchased goods
* @param {Object[]} purchasePrice - array including the names and amounts of
* the paid currencies (total cost - if several goods were purchased)
* @param {string} purchasePrice[].currency - game currency name
* @param {number} purchasePrice[].amount - currency amount
*/
devtodev.inAppPurchase(purchaseId, purchaseType, purchaseAmount, purchasePrice);
Example:
var purchasePrice = [
{
“currency” : "coins", //game currency name
“amount” : 1000 //game currency amount
},
{
“currency” : "gold", //game currency name
“amount” : 10 //game currency amount
}
];
devtodev.inAppPurchase(“cloak”, “clothes”, 1, purchasePrice);
/// <summary> In-app purchase with a definite ID. </summary>
/// <param name="purchaseId"> Unique purchase ID or name (max. 32 symbols)</param>
/// <param name="purchaseType"> Purchase type or group (max. 96 symbols)</param>
/// <param name="purchaseAmount"> Number of purchased goods </param>
/// <param name="purchasePrice"> Cost of purchased goods (total cost - if several goods were purchased)</param>
/// <param name="purchasePriceCurrency"> Currency name (max. 24 symbols)</param>
DevToDev.Analytics.InAppPurchase(string purchaseId, string purchaseType, int purchaseAmount,
int purchasePrice, string purchaseCurrency);
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.
Dictionary<string, int> resources = new Dictionary<string, int>();
resources.Add("currency_1", 120);
resources.Add("currency_2", 29);
//...and so on...
DevToDev.Analytics.InAppPurchase(string purchaseId, string purchaseType, int purchaseAmount,
Dictionary<string, int> resources);
/**
* In-app purchase with a definite article ID.
*
* @param purchaseId - unique purchase Id or name (max. 32 symbols)
* @param purchaseType - purchase type or group (max. 96 symbols)
* @param purchaseAmount - count of purchased goods
* @param purchasePrice - cost of purchased goods (total cost -if several goods were purchased)
* @param purchaseCurrency - currency name (max. 24 symbols)
*/
[DevToDev inAppPurchase: (NSString *) purchaseId withPurchaseType: (NSString *) purchaseType
andPurchaseAmount: (NSInteger) purchase Amount andPurchasePrice: (NSInteger) purchaseprice
andPurchaseCurrency: (NSString *) purchaseCurrency];
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.
NSMutableDictionary * resources = [[NSMutableDictionary alloc] init];
[resources setObject:@100 forKey:@"currency1"];
[resources setObject:@10 forKey:@"currency2"];
//...and so on...
[DevToDev inAppPurchase:(NSString )purchaseId withPurchaseType:(NSString )purchaseType
andPurchaseAmount:(NSInteger)purchaseAmount andResources: (NSDictionary *) resources];
/**
* In-app purchase with a definite article ID.
* @param purchaseId - unique purchase Id or name (max. 32 symbols)
* @param purchaseType - purchase type or group (max. 96 symbols)
* @param purchaseAmount - count of purchased goods
* @param purchasePrice - cost of purchased goods (total cost - if several goods were purchased)
* @param purchaseCurrency - currency name (max. 24 symbols)
*/
DevToDev.inAppPurchase(purchaseId:String, purchaseType:String, purchaseAmount:int, purchasePrice:int,
purchaseCurrency:String);
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.
var resources: Dictionary = new Dictionary();
resources["currency_1"] = 120;
resources["currency_2"] = 29;
//...and so on...
DevToDev.inAppPurchaseWithResources(purchaseId:String, purchaseType:String, purchaseAmount:int,
resources:Dictionary);
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
// In-app purchase with a definite article ID.
// FString ItemId - unique purchase Id or name (max. 32 symbols)
// int32 ItemQuantity - count of purchased goods
//
// FString purchaseType - purchase type or group (max. 96 symbols)
// int32 purchasePrice - cost of purchased goods (total cost -if several goods were purchased)
// FString purchaseCurrency - currency name (max. 24 symbols)
FAnalytics::Get().GetDefaultConfiguredProvider()->RecordItemPurchase(const FString& ItemId,
int ItemQuantity,
const TArray<FAnalyticsEventAttribute>& Attributes);
Please keep in mind that there is a limit for the number of unique values of the "purchaseCurrency" parameter - 30 currencies per project. Currencies cannot be deleted or renamed.
Custom Events
If you want to count the events that are not among basic, use custom events.
Attention! We strongly recommend that you do not use custom event properties to transfer and store data that fits the definition of personal data!
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.
No more than 300 variants of custom event names can be used for one project. Try to enlarge events in meaning by using event parameters. Events that didn't get into the limit of unique event names will be discarded.
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.
/**
* @param NSString eventName - event name
*/
[DevToDev customEvent: (NSString *) eventName];
20 parameter names may be associated with any event:
CustomEventParams * params_1 = [[CustomEventParams alloc] init];
[params_1 putParam:@"double" withDouble:123.1231231231231];
[params_1 putParam:@"float" withFloat:123.123123f];
[params_1 putParam:@"int" withInt:123];
[params_1 putParam:@"long" withLong:6152437L];
[param_1 putParam:@"string" withString:@"string"];
Then use method:
/**
* @param NSString eventName - event name
* @param CustomEventParams params - event parameters
*/
[DevToDev customEvent: (NSString *) eventName withParams: (CustomEventParams *) params];
/**
* Simple custom event
* @param String eventName - event name
*/
DevToDev.customEvent(eventName);
20 parameter names may be associated with any event:
CustomEventParams params = new CustomEventParams();
params.putDouble("double", 1.12);
params.putFloat("float", 9.99f);
params.putInteger("int", 145);
params.putLong("long", 123L);
params.putString("string","start");
Then use method:
/**
* Custom event with params
* @param String eventName - event name
* @param CustomEventParams params - event parameters
*/
DevToDev.customEvent(eventName, params);
/**
* <param name="eventName"> Event name </param>
*/
DevToDev.SDK.CustomEvent(string eventName);
Example:
DevToDev.SDK.CustomEvent("bonus_used");
20 parameter names may be associated with any event:
/**
* <param name="eventName">Event name</param>
* <param name="eventParams">Event parameters</param>
*/
DevToDev.SDK.CustomEvent(string eventName, CustomEventParams eventParams)
Example:
var cep = new CustomEventParams();
cep.AddParam("bonus_name", "your_awesome_bonus");
DevToDev.SDK.CustomEvent("bonus_used", cep);
/**
* Tracks custom events.
* @param {string} eventName - event name
**/
devtodev.customEvent(eventName);
20 parameter names may be associated with any event:
Then use method:
/**
* Tracks custom events.
* @param {string} eventName - event name (max. 72 symbols)
* @param {Object[]} params - array of event parameters. Up to 20 params.
* @param {string} params[].name - parameter name (max. 32 symbols)
* @param {string} params[].type - parameter value type. Can be "double" or "string".
* @param {string|number} params[].value - parameter value. (max. 255 symbols)
**/
devtodev.customEvent(eventName, params);
Example:
var params = [
{
"name": "score",
"type": "double",
"value": 100500,
},
{
"name": "type",
"type": "string",
"value": "fatality",
},
… //up to 10 parameters.
];
devtodev.customEvent("win", params);
/// <param name="eventName"> Event name </param>
DevToDev.Analytics.CustomEvent(string eventName);
20 parameter names may be associated with any event:
DevToDev.CustomEventParams customEventParams = new DevToDev.CustomEventParams();
customEventParams.AddParam("double", 1.12);
customEventParams.AddParam("int", 145);
customEventParams.AddParam("long", 123L);
customEventParams.AddParam("string","start");
Then use method:
/// <param name="eventName">Event name</param>
/// <param name="eventParams">Event parameters</param>
DevToDev.Analytics.CustomEvent(string eventName, DevToDev.CustomEventParams eventParams);
/**
* @param String eventName - event name
*/
[DevToDev customEvent: (NSString *) eventName];
20 parameter names may be associated with any event:
CustomEventParams * params_1 = [[CustomEventParams alloc] init];
[params_1 putParam:@"date" withDate:[NSDate date]];
[params_1 putParam:@"double" withDouble:123.1231231231231];
[params_1 putParam:@"float" withFloat:123.123123f];
[params_1 putParam:@"int" withInt:123];
[params_1 putParam:@"long" withLong:6152437L];
[param_1 putParam:@"string" withString:@"string"];
Then use method:
/**
* @param String eventName - event name
* @param CustomEventParams params - event parameters
*/
[DevToDev customEvent: (NSString *) eventName withParams: (CustomEventParams *) params];
/**
* Simple custom event
* @param String eventName - event name
*/
DevToDev.customEvent(eventName:String);
20 parameter names may be associated with any event:
var params:CustomEventParams = new CustomEventParams();
/**
* String type custom event parameter
* @param paramName - parameter name
* @param value - parameter value
*/
params.putString(paramName:String , value:String);
//Integer type custom event parameter
params.putInt(paramName:String, 145:int);
//Number type custom event parameter
params.putFloat(paramName:String, 9.99:Number);
Then use method:
/**
* Custom event with params
* @param eventName - event name
* @param params - event parameters
*/
DevToDev.customEventsWithParams(eventName:String, params:CustomEventParams);
Field
Type
Description
Event Name
FString
Custom event name
20 parameter names may be associated with any event. Use "Record Event With Attributes".
Code
FAnalytics::Get().GetDefaultConfiguredProvider()->RecordEvent(const FString& EventName,
const TArray<FAnalyticsEventAttribute>& Attributes);
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:
Method startProgressionEvent when entering the location:
/** * The method have to be used when entering the location. * @param String locationName - the name of location user entered. * @param LocationEventParams params - instance of location parameters class */ [DevToDev startProgressionEvent: locationName withParameters: params];
Method endProgressionEvent when exiting (no matter if completed or not) the location:
/** * The method have to be used when the location passing is over. * @param String locationName - the name of location user left. * @param LocationEventParams params - instance of location parameters class */ [DevToDev endProgressionEvent: locationName withParameters: params];
LocationEventParams class methods:
/** * Location level of difficulty (optional). * @param NSInteger difficultyLevel - level of difficulty */ [params setDifficulty: difficultyLevel]; /** * Previously visited location (optional). * @param NSString* locationName - previously visited location name */ [params setSource: locationName]; /** * State/result of the location passing (required). * @param BOOL isCompleted - true if location is successfuly passed */ [params setIsSuccess: isCompleted]; /** * Time spent in the location (optional). * In case the parameter is not specified by the developer, it will be automatically calculated * as the date difference between startProgressionEvent and endProgressionEvent method calls. * @param NSNumber* duration - time in seconds */ [params setDuration: duration]; /** * User spendings within the location passing (optional). * @ param NSDictionary* spent - user spendings. Key length max. 24 symbols. */ [params setSpent: spent]; /** * User earnings within the location passing (optional). * @param NSDictionary* earned - user earnings. Key length max. 24 symbols. */ [params setEarned: earned];
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling endProgressionEvent method during the game session (the call of endProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash), do not fall in the statistics.
Let’s look at the example of event integration for a match3 game with a location map:
// Player comes to the third location on the map "Village" while following the game map.
// Create a parameters object
LocationEventParams* params = [[LocationEventParams alloc] init];
// Specify the known location parameters:
// Passing on the first level of difficulty.
[params setDifficulty:1];
// Before entering this location gamer passed the third location on the map “Village” (optional).
[params setSource: @"Vilage step 02"];
//The location passing starts (required).
[DevToDev startProgressionEvent:@"Vilage step 03" withParameters:params];
// ... Player passing the location.
// Player finishes passing of the third location on the map “Village”
// The location is passed successfully (required).
[params setIsSuccess: YES];
// The passing took 189 seconds.
[params setDuration:@189];
// Location is passed for 54 turns. While the passing gamer used boost and bought extra 5 turns.
NSDictionary* spent = @{
@"Turns" : @54,
@"Boost Bomb" : @1,
@"Extra 5 Turns" : @1
};
[params setSpent: spent];
// Gamer finished the passing with 3 stars and gained 5 coins and 1200 score.
NSDictionary* earned = @{
@"Stars" : @3,
@"Score" : @1200,
@"Coins" : @5
};
[params setEarned: earned];
// The location passing is over (required).
[DevToDev endProgressionEvent: @"Vilage step 03" withParameters: params];
Method startProgressionEvent when enetring the location
/** * The method have to be used when entering the location. * @param String locationName - the name of location user entered. * @param LocationEventParams params - instance of location parameters class */ DevToDev.startProgressionEvent(locationName, params);
Method endProgressionEvent when exiting (no matter if completed or not) the location
/** * The method have to be used when the location passing is over. * @param String locationName - the name of location user left. * @param LocationEventParams params - instance of location parameters class */ DevToDev.endProgressionEvent(locationName, params);
LocationEventParams class methods:
/** * Location level of difficulty (optional). * @param int difficultyLevel - level of difficulty */ setDifficulty(difficultyLevel); /** * Previously visited location (optional). * @param String locationName - previously visited location name */ setSource(locationName); /** * State/result of the location passing (required). * @param boolean isCompleted - true if location is successfuly passed */ setSuccessfulCompletion(isCompleted); /** * Time spent in the location (optional). * In case the parameter is not specified by the developer, it will be automatically calculated * as the date difference between startProgressionEvent and endProgressionEvent method calls. * @param int duration - time in seconds */ setDuration(duration); /** * User spendings within the location passing (optional). * @ param HashMap<String, Number> spent - user spendings. Key length max. 24 symbols. */ setSpent(spent); /** * User earnings within the location passing (optional). * @param HashMap<String, Number> earned - user earnings. Key length max. 24 symbols. */ setEarned(earned);
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling endProgressionEvent method during the game session (the call of endProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
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.
// Create a parameters object
LocationEventParams params = new LocationEventParams();
// Specify the known location parameters:
// Passing on the first level of difficulty.
params.setDifficulty(1);
// Before entering this location gamer passed the third location on the map “Village” (optional).
params.setSource("Vilage step 02");
//The location passing starts (required).
DevToDev.startProgressionEvent("Vilage step 03", params);
// ... Player passing the location.
// Player finishes passing of the third location on the map “Village”
// The location is passed successfully (required).
params.setSuccessfulCompletion(true);
// The passing took 189 seconds.
params.setDuration(189);
// Location is passed for 54 turns. While the passing gamer used boost and bought extra 5 turns.
HashMap<String, Number> spent = new HashMap<String, Number>();
spent.put("Turns", 54);
spent.put("Boost Bomb", 1);
spent.put("Extra 5 Turns", 1);
params.setSpent(spent);
// Gamer finished the passing with 3 stars and gained 5 coins and 1200 score.
HashMap<String, Number> earned = new HashMap<String, Number>();
earned.put("Stars", 3);
earned.put("Score", 1200 );
earned.put("Coins", 5);
params.setEarned(earned);
// The location passing is over (required).
DevToDev.endProgressionEvent("Vilage step 03", params);
Method StartProgressionEvent when enetring the location
/** * <param name="locationName">The name of location user entered</param> * <param name="locationParams">Instance of location parameters class</param> */ DevToDev.SDK.StartProgressionEvent(string locationName, LocationEventParams locationParams);
Method EndProgressionEvent when exiting (no matter if completed or not) the location
/** * <param name="locationName">The name of location user entered</param> * <param name="locationParams">Instance of location parameters class</param> */ DevToDev.SDK.EndProgressionEvent(string locationName, LocationEventParams locationParams);
LocationEventParams class methods:
/** * Location level of difficulty (optional). * <param name="difficultyLevel">Level of difficulty</param> */ SetDifficulty(int difficultyLevel); /** * Previously visited location (optional). * <param name="locationName">Previously visited location name</param> */ SetSource(string locationName); /** * State/result of the location passing (required). * <param name="isCompleted">True if location is successfuly passed</param> */ SetSuccessfulCompletion(bool isCompleted); /** * Time spent in the location (optional). * In case the parameter is not specified by the developer, it will be automatically calculated * as the date difference between StartProgressionEvent and EndProgressionEvent method calls. * <param name="duration">Time in seconds</param> */ SetDuration(long duration); /** * User spendings within the location passing (optional). Key (currency name) length max. 24 symbols. * <param name="spent">User spendings</param> */ SetSpent(Dictionary<string, int> spent); /** * User earnings within the location passing (optional). Key (currency name) length max. 24 symbols. * <param name="earned">User earnings</param> */ SetEarned(Dictionary<string, int> earned);
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling EndProgressionEvent method during the game session (the call of EndProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
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.
// Create a parameters object
LocationEventParams locationParams = new LocationEventParams();
// Specify the known location parameters:
// Passing on the first level of difficulty.
locationParams.SetDifficulty(1);
// Before entering this location gamer passed the third location on the map “Village” (optional).
locationParams.SetSource("Vilage step 02");
//The location passing starts (required).
DevToDev.SDK.StartProgressionEvent("Vilage step 03", locationParams);
// ... Player passing the location.
// Player finishes passing of the third location on the map “Village”
LocationEventParams locationParams = new LocationEventParams();
// The location is passed successfully (required).
locationParams.SetSuccessfulCompletion(true);
// The passing took 189 seconds.
locationParams.SetDuration(189);
// Location is passed for 54 turns. While the passing gamer used boost and bought extra 5 turns.
Dictionary<string, int> spent = new Dictionary<string, int>();
spent["Turns"] = 54;
spent["Boost Bomb"] = 1;
spent["Extra 5 Turns"] = 1;
locationParams.SetSpent(spent);
// Gamer finished the passing with 3 stars and gained 5 coins and 1200 score.
Dictionary<string, int> earned = new Dictionary<string, int>();
earned["Stars"] = 3;
earned["Score"] = 1200;
earned["Coins"] = 5;
locationParams.SetEarned(earned);
// The location passing is over (required).
DevToDev.SDK.EndProgressionEvent("Vilage step 03", locationParams);
Method startProgressionEvent when enetring the location
/** * The method have to be used when entering the location. * @param {string} locationName - the name of location user entered. * @param {Object} startParams - location parameters object */ devtodev.startProgressionEvent(locationName, startParams);
Method endProgressionEvent when exiting (no matter if completed or not) the location
/** * The method have to be used when the location passing is over. * @param {string} locationName - the name of location user left. * @param {Object} endParams - location parameters object */ devtodev.endProgressionEvent(locationName, endParams);
Location parameters object contains:
var params = { // Previously visited location (optional). "source" : "locationSource", // Location level of difficulty (optional). "difficulty" : 1, // Time spent in the location (optional). // In case the parameter is not specified by the developer, it will be automatically calculated // as the date difference between startProgressionEvent and endProgressionEvent method calls. "duration" : 80, // State/result of the location passing (required). "success" : true, //User spendings within the location passing (optional). "spent" : [ { "currency": "currency 1 name", // Currency name length max. 24 symbols. "amount": 1 // objects with amount value less than 1 are ignored }, { "currency": "currency 2 name", "amount": 2 } ], // User earnings within the location passing (optional). "earned" : [ { "currency": "currency 1 name", "amount": 1 // objects with amount value less than 1 are ignored }, { "currency": "currency 2 name", "amount": 2 } ] };
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling endProgressionEvent method during the game session (the call of endProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
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.
// Create a parameters object
var params = {};
// Specify the known location parameters:
// Passing on the first level of difficulty.
params["difficulty"] = 1;
// Before entering this location gamer passed the third location on the map “Village” (optional).
params["source"] = "Vilage step 02";
//The location passing starts (required).
devtodev.startProgressionEvent("Vilage step 03", params);
// ... Player passing the location.
// Player finishes passing of the third location on the map “Village”
// The location is passed successfully (required).
params["success"] = true;
// The passing took 189 seconds.
params["duration"] = 189;
// Location is passed for 54 turns. While the passing gamer used boost and bought extra 5 turns.
params["spent"] = [
{
"currency": "Turns",
"amount": 54
},
{
"currency": "Boost Bomb",
"amount": 1
},
{
"currency": "Extra 5 Turns",
"amount": 1
}
];
// Gamer finished the passing with 3 stars and gained 5 coins and 1200 score.
params["earned"] = [
{
"currency": "Stars",
"amount": 3
},
{
"currency": "Score",
"amount": 1200
},
{
"currency": "Coins",
"amount": 5
}
];
// The location passing is over (required).
devtodev.endProgressionEvent("Vilage step 03", params);
Method StartProgressionEvent when enetring the location
/// <param name="eventId"> The name of location user entered </param> /// <param name="eventParams"> Instance of progression parameters class </param> DevToDev.Analytics.StartProgressionEvent(string eventId, ProgressionEventParams eventParams);
Method EndProgressionEvent when exiting (no matter if completed or not) the location
/// <param name="eventId"> The name of location user left </param> /// <param name="eventParams"> Instance of progression parameters class </param> DevToDev.Analytics.EndProgressionEvent(string eventId, ProgressionEventParams eventParams);
ProgressionEventParams class methods:
/// <summary> Location level of difficulty (optional). </summary> /// <param name="difficultyLevel"> Level of difficulty </param> SetDifficulty(int difficultyLevel); /// <summary> Previously visited location (optional). </summary> /// <param name="locationName"> Previously visited location name </param> SetSource(string locationName); /// <summary> State/result of the location passing (required). </summary> /// <param name="isCompleted"> True if location is successfuly passed </param> SetSuccessfulCompletion(bool isCompleted); /// <summary>Time spent in the location (optional). /// <para>In case the parameter is not specified by the developer, it will be automatically calculated /// as the date difference between StartProgressionEvent and EndProgressionEvent method calls.</para> /// </summary> /// <param name="duration"> Time in seconds </param> SetDuration(long duration); /// <summary> User spendings within the location passing (optional). Dictionary key max.length is 24 symbols.</summary> /// <param name="spent"> User spendings </param> SetSpent(Dictionary<string, int> spent); /// <summary> User earnings within the location passing (optional). </summary> /// <param name="earned"> User earnings </param> SetEarned(Dictionary<string, int> earned);
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling EndProgressionEvent method during the game session (the call of EndProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
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.
// Create a parameters object
ProgressionEventParams locationParams = new ProgressionEventParams();
// Specify the known location parameters:
// Passing on the first level of difficulty.
locationParams.SetDifficulty(1);
// Before entering this location gamer passed the third location on the map “Village” (optional).
locationParams.SetSource("Vilage step 02");
//The location passing starts (required).
DevToDev.Analytics.StartProgressionEvent("Vilage step 03", locationParams);
// ... Player passing the location.
// Player finishes passing of the third location on the map “Village”
// Create a parameters object
ProgressionEventParams locationParams = new ProgressionEventParams();
// The location is passed successfully (required).
locationParams.SetSuccessfulCompletion(true);
// The passing took 189 seconds.
locationParams.SetDuration(189);
// Location is passed for 54 turns. While the passing gamer used boost and bought extra 5 turns.
Dictionary<string, int> spent = new Dictionary<string, int>();
spent["Turns"] = 54;
spent["Boost Bomb"] = 1;
spent["Extra 5 Turns"] = 1;
locationParams.SetSpent(spent);
// Gamer finished the passing with 3 stars and gained 5 coins and 1200 score.
Dictionary<string, int> earned = new Dictionary<string, int>();
earned["Stars"] = 3;
earned["Score"] = 1200;
earned["Coins"] = 5;
locationParams.SetEarned(earned);
// The location passing is over (required).
DevToDev.Analytics.EndProgressionEvent("Vilage step 03", locationParams);
Method startProgressionEvent when enetring the location
/** * The method have to be used when entering the location. * @param String locationName - the name of location user entered. * @param LocationEventParams params - instance of location parameters class */ [DevToDev startProgressionEvent: locationName withParameters: params];
Method endProgressionEvent when exiting (no matter if completed or not) the location
/** * The method have to be used when the location passing is over. * @param String locationName - the name of location user left. * @param LocationEventParams params - instance of location parameters class */ [DevToDev endProgressionEvent: locationName withParameters: params];
LocationEventParams class methods:
/** * Location level of difficulty (optional). * @param NSInteger difficultyLevel - level of difficulty */ [params setDifficulty: difficultyLevel]; /** * Previously visited location (optional). * @param NSString* locationName - previously visited location name */ [params setSource: locationName]; /** * State/result of the location passing (required). * @param BOOL isCompleted - true if location is successfuly passed */ [params setIsSuccess: isCompleted]; /** * Time spent in the location (optional). * In case the parameter is not specified by the developer, it will be automatically calculated * as the date difference between startProgressionEvent and endProgressionEvent method calls. * @param NSNumber* duration - time in seconds */ [params setDuration: duration]; /** * User spendings within the location passing (optional). * @ param NSDictionary* spent - user spendings. Key max.length is 24 symbols. */ [params setSpent: spent]; /** * User earnings within the location passing (optional). * @param NSDictionary* earned - user earnings. Key max.length is 24 symbols. */ [params setEarned: earned];
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling endProgressionEvent method during the game session (the call of endProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
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.
// Create a parameters object
LocationEventParams* params = [[LocationEventParams alloc] init];
// Specify the known location parameters:
// Passing on the first level of difficulty.
[params setDifficulty:1];
// Before entering this location gamer passed the third location on the map “Village” (optional).
[params setSource: @"Vilage step 02"];
//The location passing starts (required).
[DevToDev startProgressionEvent:@"Vilage step 03" withParameters:params];
// ... Player passing the location.
// Player finishes passing of the third location on the map “Village”
// The location is passed successfully (required).
[params setIsSuccess: YES];
// The passing took 189 seconds.
[params setDuration:@189];
// Location is passed for 54 turns. While the passing gamer used boost and bought extra 5 turns.
NSDictionary* spent = @{
@"Turns" : @54,
@"Boost Bomb" : @1,
@"Extra 5 Turns" : @1
};
[params setSpent: spent];
// Gamer finished the passing with 3 stars and gained 5 coins and 1200 score.
NSDictionary* earned = @{
@"Stars" : @3,
@"Score" : @1200,
@"Coins" : @5
};
[params setEarned: earned];
// The location passing is over (required).
[DevToDev endProgressionEvent: @"Vilage step 03" withParameters: params];
Method StartProgressionEvent when enetring the location
/** * The method have to be used when entering the location. * @param locationName - the name of location user entered. * @param params - instance of location parameters class */ DevToDev.StartProgressionEvent(locationName:String, params:LocationEventParams);
Method EndProgressionEvent when exiting (no matter if completed or not) the location
/** * The method have to be used when the location passing is over. * @param locationName - the name of location user left. * @param params - instance of location parameters class */ DevToDev.EndProgressionEvent(locationName:String, params:LocationEventParams);
LocationEventParams class methods:
/** * Location level of difficulty (optional). * @param difficultyLevel - level of difficulty */ SetDifficulty(difficultyLevel:int); /** * Previously visited location (optional). * @param locationName - previously visited location name */ SetSource(locationName:String); /** * State/result of the location passing (required). * @param isCompleted - true if location is successfuly passed */ SetSuccessfulCompletion(isCompleted:Boolean); /** * Time spent in the location (optional). * In case the parameter is not specified by the developer, it will be automatically calculated * as the date difference between StartProgressionEvent and EndProgressionEvent method calls. * @param duration - time in seconds */ SetDuration(duration:int); /** * User spendings within the location passing (optional). * @ param spent - user spendings. Key max.length is 24 symbols. */ SetSpent(spent:Dictionary); /** * User earnings within the location passing (optional). * @param earned - user earnings. Key max.length is 24 symbols. */ SetEarned(earned:Dictionary);
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling EndProgressionEvent method during the game session (the call of EndProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
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.
// Create a parameters object
var params:LocationEventParams = new LocationEventParams();
// Specify the known location parameters:
// Passing on the first level of difficulty.
params.SetDifficulty(1);
// Before entering this location gamer passed the third location on the map “Village” (optional).
params.SetSource("Vilage step 02");
//The location passing starts (required).
DevToDev.StartProgressionEvent("Vilage step 03", params);
// ... Player passing the location.
// Player finishes passing of the third location on the map “Village”
var params:LocationEventParams = new LocationEventParams();
// The location is passed successfully (required).
params.SetSuccessfulCompletion(true);
// The passing took 189 seconds.
params.SetDuration(189);
// Location is passed for 54 turns. While the passing gamer used boost and bought extra 5 turns.
var spent:Dictionary = new Dictionary();
spent["Turns"] = 54;
spent["Boost Bomb"] = 1;
spent["Extra 5 Turns"] = 1;
params.SetSpent(spent);
// Gamer finished the passing with 3 stars and gained 5 coins and 1200 score.
var earned:Dictionary = new Dictionary();
earned["Stars"] = 3;
earned["Score"] = 1200;
earned["Coins"] = 5;
params.SetEarned(earned);
// The location passing is over (required).
DevToDev.EndProgressionEvent("Vilage step 03", params);
Method StartProgressionEvent when enetring the location
Field
Type
Description
locationName
FString
The name of location user entered
Attributes
TArray<FAnalyticsEventAttr>
Location parameters
Code
// The method have to be used when entering the location. // FString locationName - the name of location user entered. // TArray<FAnalyticsEventAttr> Attributes - location parameters UDevToDevBlueprintFunctionLibrary::StartProgressionEvent(const FString& locationName, const TArray<FAnalyticsEventAttr>& Attributes);
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
// The method have to be used when the location passing is over. // FString locationName - the name of location user left. // TArray<FAnalyticsEventAttr> Attributes - location parameters // TArray<FAnalyticsEventAttr> Earned - user earnings within the location passing (optional) // TArray<FAnalyticsEventAttr> Spent - user spendings within the location passing (optional). UDevToDevBlueprintFunctionLibrary::EndProgressionEvent(const FString& locationName, const TArray<FAnalyticsEventAttr>& Attributes, const TArray<FAnalyticsEventAttr>& Earned, const TArray<FAnalyticsEventAttr>& Spent);
The user can be only in one location at the same time. When moving to another location (including embedded), the previous location must be completed. Information on locations, the passing of which was not completed by calling endProgressionEvent method during the game session (the call of endProgressionEvent method is not integrated; user unloaded the application from the device memory; there was an application crash) do not fall in the statistics.
Let’s analyse the example of event integration on match3 game with location map:
Last updated