Integrations

C# SDK

The GameAnalytics C# SDK code is open-source and can be built to Mono / .Net 4.5, Universal Windows Platform (UWP) and Universal Windows 8.1 (Windows 8.1 and Windows Phone 8.1).

Github Repository

Requirements for building the code

Mono / .Net 4.5

Supported platforms: Windows, Mac OS X and Linux.
Requirements: Mono / .Net 4.5 or higher

UWP

Requirements: Windows 10 Universal SDK

Universal Windows 8.1

Requirements: Windows 8 or higher

SETUP


Installation Mono / .NET

Using Nuget

  • Add GameAnalytics.Mono.SDK package from Nuget package manager
  • Nothing further needs to be done

Manual installation to local Nuget locally

  • Open GA-SDK-MONO.sln and compile the GA_SDK_MONO project
  • Create a Nuget package: nuget pack GA_SDK_MONO/GA_SDK_MONO.nuspec
  • Copy the resulting GameAnalytics.Mono.SDK.[VERSION].nupkg (where [VERSION] is the version specified in the .nuspec file) into for example C:\Nuget.Local (the name and location of the folder is up to you)
  • Add C:\Nuget.Local (or whatever you called the folder) to the Nuget package sources (and disable Official Nuget source)
  • Add GameAnalytics.Mono.SDK package from Nuget package manager

Installation UWP

Dependencies

SQLite for Universal Windows Platform.
Install this through Tools -> Extensions and Updates… -> Online -> Search for SQLite for Universal Windows Platform.

Using Nuget

  • Add GameAnalytics.UWP.SDK package from Nuget package manager
  • Make sure you have installed the following Extension SDKs and added references to them in your project:
    • SQLite for Universal Windows Platform (>= 3.15.0)
    • Visual C++ 2015 Runtime for Universal Windows Platform Apps (>= 14.0)

Manual installation

  • Open GA-SDK-UWP.sln and compile the GA_SDK_UWP project
  • Create a Nuget package: nuget pack GA_SDK_UWP/GA_SDK_UWP.nuspec
  • Copy the resulting GameAnalytics.UWP.SDK.[VERSION].nupkg (where [VERSION] is the version specified in the .nuspec file) into for example C:\Nuget.Local (the name and location of the folder is up to you)
  • Add C:\Nuget.Local (or whatever you called the folder) to the Nuget package sources (and disable Official Nuget source)
  • Add GameAnalytics.UWP.SDK package from Nuget package manager

Universal Windows 8

Dependencies

  • SQLite for Windows Runtime
    Installed through Tools -> Extensions and Updates… -> Online -> Search for SQLite for Windows Runtime.
  • SQLite for Windows Phone
    Installed through Tools -> Extensions and Updates… -> Online -> Search for SQLite for Windows Phone.
  • SQLite for Windows Phone 8.1
    Installed through Tools -> Extensions and Updates… -> Online -> Search for SQLite for Windows Phone 8.1.

Using Nuget

  • Add GameAnalytics.WSA.SDK package from Nuget package manager
  • Nothing further needs to be done

Manual installation

  • Open GA-SDK-WSA.sln and compile the GA-SDK-WSA project
  • Create a Nuget package: nuget pack GA-SDK-WSA/GA-SDK-WSA.nuspec
  • Copy the resulting GameAnalytics.WSA.SDK.[VERSION].nupkg (where [VERSION] is the version specified in the .nuspec file) into for example C:\Nuget.Local (the name and location of the folder is up to you)
  • Add C:\Nuget.Local (or whatever you called the folder) to the Nuget package sources (and disable Official Nuget source)
  • Add GameAnalytics.WSA.SDK package from Nuget package manager

INITIALIZE SDK


Using The SDK

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.

Configuration

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

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.

ℹ️
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 game lifetime.

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.

ℹ️
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.

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

Initializing

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


About Events


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]:[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.

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

Business Events


Business events are used to track real-money transactions.

Field Type Description Example
currency string Currency code in ISO 4217 format.
http://openexchangerates.org/currencies.json
USD
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.
EndOfLevel

ℹ️
For more information regarding business events go here.

Resource Events

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.

ℹ️
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 collects 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 completes or fails the level.

ℹ️
For more information on the resource event go here.

Progression Events


Progression events are used to track attempts at completing some part of a game (level, area). A defined area follows 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.

Add a progression complete 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 or else set to empty string. Stage01
progression03 string Not required. Use if needed or else set to empty string. Level01
score integer An optional score when a user completes or fails a progression attempt. 1023

ℹ️
For more information on the progression event go here.

Error Events


Used to track custom error events 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 EGAErrorSeverity.Debug
EGAErrorSeverity.Info
EGAErrorSeverity.Warning
EGAErrorSeverity.Error
EGAErrorSeverity.Critical
message string Error message (can be null) “Error when entering level12”

ℹ️
For more information on the error event go here.

Design Events


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.

ℹ️
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]:[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 = 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.

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

CUSTOM DIMENSIONS


Using Custom Dimensions


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 these event categories.

  • Business
  • Resource
  • Progression

Setting each custom dimension. To reset a set custom dimension simply just set it to empty string or null.

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 or null to reset. ninja

ℹ️ Read more about custom dimensions here.

DEMOGRAPHICS


Using Information


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

  • gender
  • Facebook ID
  • birth year (age)

ℹ️
These user values will persist cross session/game-launch.
Set them to null to reset.

Set gender

Set birth year

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


Debugging


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 needs inspection.

Troubleshooting example

Verify Implementation


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.

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

HOW DOES IT WORK?


Session Handling

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

On UWP and Universal Windows 8 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 Mono / .Net 4.5 GameAnalytics.OnStop() should be called manually before quitting 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.

Event Queue

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

Interval

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.

Offline

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

Thread Handling

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 adds 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!

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!