Lumos game analytics

Hey champs,

For the past half year myself and other developers have been building a service that provides game analytics called Lumos. With Lumos you can track things like runtime errors, player engagement (monthly active users, new registrations, etc.), and the system specs of your players. We also built an integrated feedback system that allows you to easily gather bug reports and suggestions from players.

We’re just launching, and we’d love to hear your feedback. The system has been built to run as automatically as possible – you don’t need to do any coding to take advantage of the features, and it’s free to use (there’ll be a paid option eventually, but we’ll always offer a basic package for free). The website is www.uselumos.com. We don’t yet have the unitypackage available on the Asset Store, though that will hopefully be uploaded soon.

Let me know if you have any questions or suggestions. We’re actively developing Lumos, and we’re always looking to hear what sort of analytics tools would be useful to help improve your game.

Cheers,

Matthew Miner

This looks very useful. Great work!

Here’s a short video (under 3 minutes) of how to get started with using Lumos.

http://vimeo.com/uselumos/getting-started

Wow this looks like the perfect tool for game testing! I’ll be sure to try it out soon! :slight_smile:

Hey Brad,

I just integrated Lumos into my project. The reason I’m trying Lumos is because of the sandbox security settings with Unity, disallowing communication with Google Analytics. The major thing I see that’s missing in Lumos is the ability to log special events and average out values.

I’m writing a puzzle game and I want to get an average time that it takes for people to complete a puzzle. I can use a Debug.Log to spit out how long it took an individual user to complete a puzzle, and get that info… but I can’t do any sort of aggregate analytics. You really need that to be able to call it an analytics API, right now it’s just a remote logging API. I do see the potential in how easy it is to setup though.

Where is the unity package on your site like in the video?

The Unity package can be found here 向日葵视频官网,向日葵视频网站,向日葵在线观看网站网址入口,向日葵视频app草莓丝瓜

I actually just noticed today that there isn’t a main navigation link to that support section, so we’ll get that taken care of.

You da Bomb, going to check it out and post my thoughts. Also I don’t think your mail form in contact is working, give it a try.

It does work, it just doesn’t give feedback to you saying that a message was sent. I’ll add that to the list of things to clear up. Thanks!

Looks awasome so far, I think it will help me a lot with my demo versions.

Thanks! I’ve been looking for something like this. Though the functionality still leave a lot to be desired, I’m glad to find an analytic tool that cam be integrated very easily with Unity :slight_smile:

Please let us know what sort of functionality you’d like to have. We’re just getting started and appreciate all feedback.

I haven’t used it yet, but for a start, I want to log something but I don’t want to mix it with Debug.Log. I want to separate between Debug.Log that I wanna read during development, and maybe Lumos.Log , which will send the log to the server. Currently, I need to clean all the Debug.Log and only log something I want to see on the web, which isn’t really convenient.

I’ll come back with more feedback after I use it :slight_smile:

Are you talking about custom events? Such as “Player beat level 1” or “Game over” and they would have a tally of how many times this event has happened, etc?

Custom events are in the pipeline. We realize it’s an important feature, and rest assured it’s at the top of our priority list. Along with the usability of the website, which admittedly leaves much to be desired.

Definitely send us any feedback and feature suggestions, it helps to know what sort of data you’d like recorded.

I’ve been using it for a few weeks now and I’m thoroughly impressed, caught a fair few errors already based on different platforms and such, not to mention just how easy the setup process is.

Definite recommendation from me if you’re releasing regular test builds as well, helps cut down on the number of “ok, and in what scenario is this bug occurring” emails with your guinea pigs. :wink:

Yes, custom events. Glad to know that it’s in the to-do list! Anyway, I just tried it and I have to say the integration and the process is very easy ^ ^ Kudos for that!

I don’t quite understand how the graph of new players work though. This is the first time I tried it with Lumos and while the statistic say 1 new player, the graph show 400 something in May. Is this just placeholder data or something?

We recently switched to a new charting system and this issue came along with it. This will be fixed soon.

I’m doing some Unity prototypes for the iOS platform. I have several Debug.Log commands and I’m seeing them in XCode console but they don’t come up in the Logs section of the lumos website. The feedback work fine though.
Should I be using Debug.Log or something else?

Yes, using Debug.Log should work. Fire me an email at matthew@uselumos.com and we can figure out where the problem is.