What do you guys see as the best solution for analytics?

I was looking to get some data out of my game so I can improve levels and figure out where people are stuck, etc. What have you guys done for analytics?

hi,

  • just play your game in a way it is not mentioned to be played.
  • give it to someone (not only one) who never played it and look at his reactions
  • play play play, even if you are playing the same level for the 1000 time^^

I’ve put Flurry into three different apps, and it’s pretty great. Aside from the basic stuff (tracking how many unique users, how many app sessions, how much time spent in the app, where the users are located, etc.) you can define “event” which are just strings, and track them too. So you can track pretty much anything at all. I also use the exception handling stuff, which tracks how often the app crashes, and why.

Not sure how things will change now that they’re merging with Pinch Media, but since the developer-facing stuff is remaining Flurry, I imagine not much.

The cool thing is, when using Flurry, you can see when the app reviewer is using the app. It makes the app review process (slightly) less of a black box.

Do you want to pull data back from players in the field, or just improve your internal testing?

oh thanks bliprob. I was looking at Flurry. There seems to be a couple analytics solutions out there. Did you try any others? Does flurry slow down the app much?

What i’m trying to do is keep track of how many times a user gets killed and how quickly they get killed in the game. As well I want to know when they reach certain levels so I can get an idea of how many users have progressed so far. If there is a falloff (where potentially people stop playing the game) at a certain level I want to figure out why. Sounds like you might be doing a similar thing.

IIRC Flurry saves up all your app events and sends them when the app is closed.

Others I have tried were Google Analytics and Piwik. They require workarounds. Flurry is super simple, so I’ve stuck with it for now.

Hi!,

Dumb question: To use Flurry have my testers to connect to the site or something?. I have been reading a bit at his site but don’t see how to use it.

Thanks in advance,
HexDump.

Your testers don’t need to connect to the website. You put the Flurry code into your project and when your testers play Flurry will send data to you via their website.

Here’s a screenshot below from a test app I made. I launched it 5 times from my own device, so not a lot of variety, but you should be able to get the idea. It lists some basic user stats and you can implement your own events to log and report.

Try Lumos (http://www.uselumos.com/) it requires no programming and automatically tracks lots of useful information. And best of all it’s free right now :slight_smile:

I didn’t see it mentioned on the website, but I assume since we’re in IOS forums that it does work on iPhone?

edit: Yeah it works :slight_smile:

Currently playing around to see how useful it can be for event-based analytics. Will report back

It should work on any Unity supported device. Depending on the platform you might want to make a custom window to take advantage of the feedback system, if you choose to use it. For example, on iOS you might want to just have a simple GUI with 3 fields and use the following code to send the feedback:

LumosFeedback.Record("category", "email@mysite.com", "players feedback message");

Whereas on a Web Player or Standalone build you could just use the GUI Lumos provides:

 void OnGUI ()
    {
        if (GUILayout.Button("Feedback")) {
            LumosFeedback.ShowDialog();
        }
    }

This short documentation 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

Actually, wouldn’t this be a problem?

Thats no problem, it only becomes a problem if the 3rd party software does not handle it per user only (which they previously didn’t). Its widely assumed that the reason behind this is that apple does not want such 3rd party sites to leak existance of device prototypes and prototype os versions.

I don’t recall seing a single article where this lead to problems as apple is aware that they are doing the same thing too without even asking for user consent and from what I recall if they would enforce it, they would fall under monopoly missuse legislation which on a 320B market cap company results in massive fees (microsofts 0.8B some years ago would be a joke due to the already existing defacto monopols apple is missusing to push its position)

Thanks for bringing that up, it’s a good question and we will look into it. We aren’t collecting data that’s related to the user themselves, so I don’t think it should be a problem. I’ll get back to you on that.

Hey bliprob, I’m trying to integrate Google Analytics but I will surely take a look at Flurry.

Did you prompted the user for permission to submit data to your analytics system?

Thanks

I just made a basic setup with Flurry (it was really fast) but I can’t make it compile… I’m getting the same error I was getting with Google Analytics:

ld: ldr 12-bit displacement out of range (4204 max +/-4096) in _AudioComponentFindNext$stub in _AudioComponentFindNext$stub from *****
collect2: ld returned 1 exit status
Command /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/g+±4.2 failed with exit code 1

where ***** is my project files path

Any tricks to make Flurry work with Unity?

If somebody finds this old thread with search…

I’d like to mention my solution for integrating Google Analytics to Unity projects:
Google Universal Analytics in Asset Store.
(Website / forum thread)

Google’s new Universal Analytics has a “measurement protocol” specification, and the above package uses that to send hits to analytics. The advantage here is that there’s no need for native library for each platform. So the same code actually works on mobile, desktop and web player platforms (Desktop - Windows, OSX, Linux, Windows8; Mobile - iOS, Android, Windows Phone 8, BlackBerry 10; Browser - Unity Web Player plugin). It’s implemented in pure C# and uses Unity’s WWW class for networking.