I spend lot of time on tuning flurry on android, I’d like to share my mistakes and good ways here.
My integration is Unity + android + FlurryAgent, this post dose not include basic issues on how to Integrate.
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Too long to wait for the result ?
Yes, about 12Hour later you can see the data on console. But you can use capture like Charles to see package immediatlly. like this.

You can see whether your event is logged properly, whether parameters are correct. -
Why no events?
If your session count is big but event count is too small, there may be a bug in your code. Be sure call FlurryAgent.EndSession(), or you will see no event.
If you watch flurry package on Charles, you will see how events are reported.
StartSession called: a package is send. Some times it contains no events, some times it contains events of the last session(if the last session had no opportunity to send )
EndSession called: after session time out (default 10s), if the process is dead, events will not send, they will be stored locally and send on the next StartSession; if the process is on background, a package with events will be send. -
Do not delete events on Flurry Management. It is permanent.
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Do not flat you event names, such as MISSION_001, MISSION_002,… It is said there is a limitation of 300 events. Any way, too many events is hard to read.
If you feel these tips helpful, please install and review my game
