Docs > C++ SDK


The GameAnalytics C++ SDK code is open-source.

Github Repository

Supported platforms

Mac OS XWindows 32-bit and 64-bitHTML5Linux (tested on Ubuntu 16.04)UWP and  Tizen.

Requirements for building the code

  • python 2.7 or higher (not working for python 3)
    • Windows: Go here to download and install Python
    • Mac: Should come with Python out of the box or else run ‘brew install python’
  • cmake (will be automatically downloaded)
  • Mac: XCode
  • Windows: Visual Studio 2015 or 2017 + VS Common Tools



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How to build

To start a build for all supported build targets simply call this.



This will build all targets and first time intall CMake and Tizen SDK.

Using Tizen it must be must be run as administrator.

By default the build script tries to use Visual Studio 2017. To use Visual Studio 2015 call build.bat -v 2015.

Call either command with a -h parameter to display the usage of the script and it will list all available targets.

To build just a specific target call command with argument -t TARGET (available targets can be shown calling with -h argument).

How to develop / contribute

If you developing code for the SDK, you can use the generated project files to work with.

They are located under build/jenkins/build/[target] after calling the ./ or build.bat.

After building the SDK from source it is needed to link the resulting static library GameAnalytics.lib (Windows) or GameAnalytics.a (Mac) inside your own project where you want to use the SDK.

You also need to link to the following dependencies for the following platforms:

Windows 32-bit

  • VC120:
    • source/dependencies/curl/lib/win32/vc120_x86_release/libcurl.lib
    • source/dependencies/openssl/1.0.2h/libs/win32/vc120_x86_release/libeay32.lib
    • source/dependencies/openssl/1.0.2h/libs/win32/vc120_x86_release/ssleay32.lib
  • VC140:
    • source/dependencies/curl/lib/win32/vc140_x86_release/libcurl.lib
    • source/dependencies/openssl/1.0.2h/libs/win32/vc140_x86_release/libeay32.lib
    • source/dependencies/openssl/1.0.2h/libs/win32/vc140_x86_release/ssleay32.lib

Windows 64-bit

  • VC120:
    • source/dependencies/curl/lib/win64/vc120_x64_release/libcurl.lib
    • source/dependencies/openssl/1.0.2h/libs/win64/vc120_x64_release/libeay32.lib
    • source/dependencies/openssl/1.0.2h/libs/win64/vc120_x64_release/ssleay32.lib
  • VC140:
    • source/dependencies/curl/lib/win64/vc140_x64_release/libcurl.lib
    • source/dependencies/openssl/1.0.2h/libs/win64/vc140_x64_release/libeay32.lib
    • source/dependencies/openssl/1.0.2h/libs/win64/vc140_x64_release/ssleay32.lib


  • source/dependencies/curl/lib/osx/libcurl.a
  • source/dependencies/openssl/1.0.2h/libs/osx/libcrypto.a
  • source/dependencies/openssl/1.0.2h/libs/osx/libssl.a
  • framework CoreFoundation
  • framework Foundation
  • framework CoreServices


  • source/dependencies/curl/lib/[linux_x64|linux_x86]/libcurl.a
  • source/dependencies/openssl/1.0.2h/libs/[linux_x64|linux_x86]/libcrypto.a
  • source/dependencies/openssl/1.0.2h/libs/[linux_x64|linux_x86]/libssl.a

Include header

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Copy the source/gameanalytics/GameAnalytics.h header file into one of your include directories in your project.


Configure Tizen IDE

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Add the following privileges to the >tizen-manifest.xml file.


initialize sdk

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Using the SDK

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Now we should be ready for adding code to activate the SDK!
There are 3 phases the SDK will go through.

  1. configuration
  2. initialization
  3. adding events or changing dimensions

Configuration calls configure settings for the SDK and some will not be able to be altered after initialize has been called.

Initialize call will start the SDK and activate the first session.

The configuration and initialization steps should be called at the beginning of the game for example inside the GameInit method.

Once step 1 & 2 is done you can add events at different parts of the game code where some relevant action is happening.

Remember to import the GameAnalytics package whenever you need to call the SDK.



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The configuration phase happens before initialization is called. The available configuration options are listed here.

  • build
  • custom userId
  • available (allowed) custom dimensions
  • available (allowed) resource currencies
  • available (allowed) resource item types


Build is used to specify the current version of your game. Specify it using a string. Recommended to use a 3 digit version like [major].[minor].[patch]

Custom userId

The SDK will automatically generate a user id and this is perfectly fine for almost all cases.
Sometimes it is useful to supply this user_id manually – for example if you download raw data for processing and need to match your internal user id (could be a database index on your user table) to the data collected through GameAnalytics. Do not use a custom userId unless you have a specific need for using it.

Note that if you introduce this into a game that is already deployed (using the automatic id) it will start counting existing users as new users and your metrics will be affected. Use this from the start of the app lifetime when you need.

Specifying allowed values

For certain types it is required to define a whitelist containing possible unique values during the configuration phase. When the SDK is being used (after initialization) only the specified values will be allowed. 20 values are allowed for each list.

Processing many unique dimension values can be taxing for our servers. A few games with a poor implementation can seriously increase our cost and affect stability. Games will be blocked if they submit too many unique dimension values. We have this configuration requirement to guide users into planning what dimension values can be used.

Each resource currency string should only contain [A-Za-z] characters.

Enable/disable event submission

If you for GDPR purposes need to disable event submission you can call the following:

By default event submission is of course enabled. You will still receive configs if you have set any for your game even after disabling event submission.



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Call this method to initialize using the game key and secret key for your game.

Don’t have any keys yet?
Head over here and register your game at the GameAnalytics website!

Below is a common example of the code placed in a method lets call it OnStart (which is called at the beginning of the game).


adding events

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GameAnalytics feature the following event types.

Event Description
Business In-App Purchases.
Resource Managing the flow of virtual currencies – like gems or lives.
Progression Level attempts with Start, Fail & Complete event.
Error Submit exception stack traces or custom error messages.
Design Submit custom event id’s. Useful for tracking metrics specifically needed for your game.

Event id’s are strings separated by colons defining an event hierarchy – like “kill:robot:large”.
It is important to not generate an excessive amount of unique nodes possible in the event hierarchy tree.

A bad implementation example.

level_name could be 100 values, weapon_used could be 300 values and damage_done could be 1-5000 perhaps. This will generate an event hierarchy with:

100 * 300 * 5000 = 150M possible nodes.

This is far too many. Also the damage should be put as a value and not in the event string. The processing will perhaps be blocked for a game doing this and cause other problems when browsing our tool.

The maximum amount of unique nodes generated should be around 10k.

Please read our event guide here.
You will get the most benefit of GameAnalytics when understanding what and how to track.



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Business events are used to track (and validate) real-money transactions.

Field Type Description Example
currency string Currency code in ISO 4217 format.
amount integer Amount in cents. 99 is 0.99$
itemType string The type / category of the item. GoldPacks
itemId string Specific item bought. 1000GoldPack
cartType string The game location of the purchase.
Max 10 unique values.

For more information regarding business events go here.



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Resource events are used to register the flow of your in-game economy (virtual currencies) – the sink (subtract) and the source (add) for each virtual currency.

Before calling the resource event it is needed to specify what discrete values can be used for currencies and item types in the Configuration phase.

source (add) Gem currency from an in-app purchase.

sink (subtract) Gem currency to buy an item.

sink (subtract) Gem currency to source (buy) some amount of another virtual currency (BeamBooster).

sink (subtract) 3 BeamBooster currency that were used during a level.

Field Type Description Example
flowType enum A defined enum for sourcing and sinking resources. gameanalytics::EGAResourceFlowType::Sink
currency string The resource type/currency to track. Has to be one of the configured available resource currencies.
This string can only contain [A-Za-z] characters.
Gems, BeamBoosters, Coins
amount float Amount sourced or sinked. 0 or negative numbers are not allowed. 100.0
itemType string For sink events it can describe an item category you are buying (Weapons) or a place (Gameplay) the currency was consumed. For source events it can describe how the currency was gained. For example “IAP” (for in-app purchase) or from using another currency (Gems). Has to be one of the configured available itemTypes. Weapons, IAP, Gameplay, Boosters
itemId string For sink events it can describe the specific item (SwordOfFire) gained. If consumed during Gameplay you can simply use “Consumed”. For source events it describes how the player got the added currency. This could be buying a pack (BoosterPack5) or earned through Gameplay when completing a level (LevelEnd). BoosterPack5, SwordOfFire, LevelEnd, Coins400

Be carefull to not call the resource event too often !

In a game where the user collect coins fairly fast you should not call a Source event on each pickup. Instead you should count the coins and send a single Source event when the user either complete or fail the level.

ℹ For more information on the resource event go here.



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Progression events are used to track attempts at completing some part of a game (level, area). A defined area follow a 3 tier hierarchy structure (could be world:stage:level) to indicate what part of the game the player is trying to complete.

When a player is starting a progression attempt a start event should be added.
When the player then finishes the attempt a fail or complete event should be added along with a score if needed.

Add a progression start event.

It is not required to use all 3 if your game does not have them.

  • progression01
  • progression01 and progression02
  • progression01 and progression02 and progression03
Field Type Description Example
progressionStatus enum Status of added progression gameanalytics::EGAProgressionStatus::Start gameanalytics::EGAProgressionStatus::Fail gameanalytics::EGAProgressionStatus::Complete
progression01 string Required progression location. World01
progression02 string Not required. Use if needed. Stage01
progression03 string Not required. Use if needed. Level01
score integer An optional score when a user completes or fails a progression attempt. 1023

For more information on the progression event go here.



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Error events are used to track code errors happening in the game. You can group the events by severity level and attach a message.

To add a custom error event call the following function:

Field Type Description Example
severity enum Severity of error gameanalytics::EGAErrorSeverity::Debug
message string Error message (can be null) “Error when entering level12”

For more information on the error event go here.



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Every game is special. Therefore some needed events might not be covered by our other event types. The design event is available for you to add your own event-id hierarchy.

Please note that custom dimensions and progression filters will not be added on design and error events. Therefore you cannot (at the moment) filter by these when viewing design or error metrics.

To add a design event call the following method.

It is also possible to add a float value to the event.
This will (in addition to count) make the mean and sum aggregation available in the tool.

Field Type Description Example
eventId string The eventId is a hierarchy string that can consist of 1-5 segments separated by ‘:’. Each segment can have a max length of 32. “StartGame:ClassLevel1_5”, “StartGame:ClassLevel6_10”
value float A float event tied to the eventId. Will result in sum & mean values being available. 34.5

It is important to not generate an excessive amount of unique nodes possible in the event hierarchy tree.

A bad implementation example.

level_name could be 100 values, weapon_used could be 300 values and damage_done could be 1-5000 perhaps. This will generate an event hierarchy with:

100 * 300 * 5000 = 1.5M possible nodes.

This is far too many. Also the damage should be put as a value and not in the event string. The processing will perhaps be blocked for a game doing this and cause other problems when browsing our tool.

The maximum amount of unique nodes generated should be around 10k.

Please read our event guide here.
You will get the most benefit of GameAnalytics when understanding what and how to track.


command center

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Register to events for whenever the Config (CommandCenter) is updated with new values:

To manual check if Configs is ready (has been populated with values) you can call this:

To get values out of a populated Config use the following methods:

If the specified key is not found in the Config it will return the default value either “normal” or “custom” default value.

More info Configs please see here


custom dimensions

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Using Custom Dimensions

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GameAnalytics support the use of 3 custom dimensions.

  • Custom01
  • Custom02
  • Custom03

During the game it is possible to set the active value for each custom dimension dynamically. Once a dimension is set it will be persisted across sessions/game-start and automatically be added to all event categories. Remember you have to set the custom dimensions before initialzing the SDK (but after setting the available custom dimensions) to be able to add the dimensions to the first session start event.

Setting each custom dimension. To reset any of the current custom dimensions just set it to empty string.

You can also set the current dimension initializing the SDK (but after setting the available custom dimensions) which will add the current dimensions to the start session event as well.

Field Type Description Example
customDimension string One of the available dimension values set in the configuration phase. Will persist cross session. Set to empty string to reset. ninja

Read more about custom dimensions here.



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User Information

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During the game it is possible to set information about your users that will then be annotated to all other events.

  • gender
  • Facebook ID
  • birthyear (age)

These user values will persist cross session/
Set them to nil to reset.

Set gender

Set birthyear

Set Facebook ID

Field Type Description Example
gender string Gender of player. gameanalytics::EGAGender::Female, gameanalytics::EGAGender::Male
birthYear integer The year the player was born. 1980
facebookId string Facebook Id of the player. 123456789012345

debug & verify

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The SDK is designed to be as silent as possible and use very few resources. You will therefore not get much information by default in your development console.

We have 2 different debug log types that can be enabled / disabled (at any time).

  • info log
  • verbose log

Info log

Short messages will be output when enabled explaining when some action is being performed by the SDK. Sometimes cropping text / values to make it more readable.

Enable info log when implementing the SDK – remember to turn it off in production!

Verbose Log

Console output when each event is added (all fields) in JSON string format. This is the data being submitted to the GA servers for each event.

Enable verbose log when troubleshooting events.

This can result in a lot of text. When troubleshooting/debugging events it is therefore recommended to enable/disable when performing the action that need inspection.

Troubleshooting example

Log file save location

The log files are saved here unless you have overwritten the location using GameAnalytics::configureWritablePath(const std::string& writablePath):

  • Windows: std::getenv(“LOCALAPPDATA”)\GameAnalytics
  • Mac OSX: std::getenv(“HOME”)/GameAnalytics

Verify Implementation

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Enable the Info Log to verify that events are being sent from your game project without any issues being reported.

Events submitted should register after a minor delay in our realtime dashboard in the GameAnalytics tool.

ℹ Read more about the realtime dashboard and our data processing.


how does it work?

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Session Handling

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Sessions are the concept of a user spending focused time in your game – from game launch to the user leaving the game.

On UWP a new session will start once the game is launched (or when the app is “resuming”). A session will end once the game is suspended.

On Windows and Mac gameanalytics::GameAnalytics.onStop() should be called manually before quiting the game to create an end session event.

Session start

  1. Generate new session.
  2. Add a session start event (a “user” event).
  3. Start the periodic activation of submitting queued events.
  4. Next event submit will fix potential missing session_end from earlier sessions.

Session end

  1. Stop the periodic activation of submitting queued events.
  2. Add a session_end event.
  3. Submit queued events.

Closing application

To ensure the background thread of the SDK will continue running after the application has closed you need to call:


Event Queue

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Whenever an event is added (and validated) it will be added to a local database queue.


Every 8 seconds the SDK will start a task for submitting queued events since last submit. This processing is done in a separate low-priority thread that will have minimum impact on performance. The payload is gzipped and will therefore only consume a small amount of bandwidth.


When a device is offline the events are still added to the queue. When the device is online it will submit.


Thread Handling

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Almost every piece of this code is run using a dedicated low-priority serial thread queue to avoid UI lag or sudden performance spikes.

The queue will execute each task sequentially. If the SDK add several tasks to the queue then each will be executed in turn. A task could be adding an event or submitting all queued events.

Consider this example with 3 calls.

The configureBuild is required to be called before initialize is completely finished. The design event call is required after initialize is finished. The queuing will make sure that each task is completely finished before proceeding to the next one.


There is more!

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There is much more to GameAnalytics and we suggest that you read our general documentation.

Please create a support ticket if you have any feedback like..

  • bugs
  • confusing features or UI
  • great ideas!

We hope you enjoy our service!

Contact support

We’ll get back to you ASAP.

Report a bug

Let us know more details.