Docs > NativeScript SDK

NativeScript SDK



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Download and Installation

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Github Repository
npm package

From your command prompt/termial go to your app’s root folder and execute:+

NativeScript (only 3.0+)


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 when the application starts.

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 add this line to the html file 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 script.


adding events

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GameAnalytics feature the following event types.

Event Description
Business In-App Purchases supporting receipt validation on GA servers.
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]:[weapon_used]:[damage_done]

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 (with validation)

Business events are used to track real-money transactions.

Mobile games can be hacked and distributed illegally.
Hacking an app will often involve faking/simulating all purchase requests. This will result in several Business events being sent to GameAnalytics for transactions that never occurred. GameAnalytics provide the option of receipt validation for each purchase sent to GA servers. This process can ensure that revenue metrics reflect the actual spending in your game.

Some configuration is needed before receipt validation will be active.
Read information about validation and requirements for different platforms here.

Receipt validation in Unity is supported for the following stores.

  • App Store (iOS)
  • Google Play Store (Android)

Add a business event with validation. Examples for iOS / Android.

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.
iOS Fields Type Description
receipt base64 string The App Store receipt. Null allowed.Read about App Store receipt here.
Android – Google Play Fields Type Description
receipt string INAPP_PURCHASE_DATA. Null allowed. Read about Android receipt here.
signature base64 string INAPP_DATA_SIGNATURE. Null allowed. Read about Android signature here.

Android receipt contents

The receipt assigned to the Android business event method should not be base64 encoded. The GameAnalytics Android library will encode the receipt for you.

iOS with AutoFetchReceipt

The method NewBusinessEventIOSAutoFetchReceipt will attempt to locate the latest receipt in iOS native code and submit the event if found. iOS7+ only.

The method NewBusinessEventIOSAutoFetchReceipt will ignore business events on devices below iOS7. Specify the receipt manually to support older iOS versions.

Read more information about the business event 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. 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 careful 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.

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 EGAProgressionStatus.Start EGAProgressionStatus.Fail EGAProgressionStatus.Complete
progression01 string Required progression location. World01
progression02 string Not required. Use if needed else set to empty string. Stage01
progression03 string Not required. Use if needed else set to empty string. Level01
score integer An optional score when a user completes or fails a progression attempt. Remember to set progression02 and/or progression03 if they are not used when using score parameter. 1023

For more information on the progression event go here.



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Error events are used to track custom errors in the game code. 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 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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To manual check if Configs (CommandCenter) 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 a set custom dimension simply just set it to empty string.

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/game-launch. Set them to nil to reset.

Set gender.

Set birthyear.

Set Facebook ID.

Field Type Description Example
gender string Gender of player. EGAGender.Female, 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.


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.

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.

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.


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!

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