Progression Events (Implementation)
The purpose of this article is to expose more examples of custom events in GameAnalytics and how they should be sent, from the planning phase up to aggregation and visualisation part in the tool.
We illustrate the generation of these events with examples from our Unity SDK. The examples can be implemented in any other official GameAnalytics SDK by using the equivalent methods.
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- Progression events are specialized design events for tracking the progress of players.
- They contain 3 event parts called progression01, progression02 and progression03.
- They come with 3 statuses for determining the stage of progress: start, complete and fail.
- We propose the following scheme to implement and see the results in the GameAnalytics dashboards.
- Let’s have a look at how a progression event can be sent via code with the Unity SDK:
GameAnalytics.NewProgressionEvent (GAProgressionStatus.Start, "World_01", "Stage_01", "Level_Progress"); // without score GameAnalytics.NewProgressionEvent (GAProgressionStatus.Complete, "World_01", "Stage_01", "Level_Progress", 200); // with score
- Once the events are aggregated, the custom metrics automatically generated for each status of each progression can be compared under the same plot.
- For instance, in the next figure we can see a comparison between the aggregated “Start” and “Complete” progression events for the “Stage_01” actions enumerated in the proposed scheme.
- In this example all the players who completed the first stage also “completed” the fight with the boss. Note that it is not necessary for all start events to end up with Complete or Fail events. The player might not reach the point where the associated Complete or Fail event is created leading to differences in the amount of Start events against Complete and Fail in the dashboards.