Analytics (Unity)
FRVRSDK.Analytics covers the events every game should send: onboarding (FTUE), level funnels, and arbitrary custom events.
Essential events
Section titled “Essential events”FTUE (first‑time user experience)
Section titled “FTUE (first‑time user experience)”Steps are intended to be sequential — the underlying Web SDK ignores out-of-order re-reports of earlier steps. The Unity layer just forwards (stepNumber, stepName) as-is, so the dedup is server-side.
Level start / end
Section titled “Level start / end”Pair every LogLevelStart with a LogLevelEnd — it’s how the funnel dashboards compute completion rates.
Custom events
Section titled “Custom events”The payload is a JSON string. Keep field names snake_case and values flat where possible.
Naming conventions
Section titled “Naming conventions”- Event names:
snake_case, past‑tense where it’s a completed action (bought_skin,opened_shop). - Field keys:
snake_case. - Consistent game name: every event gets tagged with the
gameIdFRVR’s pipeline injected — don’t duplicate it in custom fields.
What you don’t have to do
Section titled “What you don’t have to do”These behaviours are handled by the underlying Web SDK (not the Unity layer — the C# module just forwards each call to JS); they’re listed here so you know not to duplicate them in game code.
- Don’t batch events yourself — the Web SDK queues them.
- Don’t gate on consent — events are queued until the CMP resolves, then dispatched or dropped appropriately.
- Don’t track
page_loading/game_loaded/device_info— the Web SDK fires these automatically at the right moments.
Related
Section titled “Related”- Event taxonomy, consent gating, built‑in events: Web SDK analytics reference.