I’d really, really appreciate some help with this problem I’m having. I’ve been stuck mulling over it for a long time.
I’m looking for a way to get and store Debug.Log events or JSON data from users’ clients, preferably without using a paid BaaS. If anyone can think of a way to do so, I would really love help or suggestions on how to move forward. The data that I want to capture is when players pick up certain rewards, or when they die. I feel like there must be an easy solution to this, but I can’t think of one. I can’t really move forward on the rest of my game design until I have worked this out.
To add scope to the requirement, I am planning a WebGL deployment. I don’t plan to make money from any of my projects, so Unity Pro’s analytics features are well and truly beyond my scope.
If you make a WebGL project I assume you’ll publish it to a website? The only way to get access to data from others is to have some sort of backend where the game can send the data to, as you can not get access to the data on the devices directly. If you are to publish it to a website, I’d use the websites database to store it if it’s not a ton of information. You could then write an API to send the data to the database and use UnityWebRequest to post data to the API.