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iPhone not tracked

Discussion in 'Unity Analytics' started by pahe, Jan 15, 2015.

  1. pahe

    pahe

    Joined:
    May 10, 2011
    Posts:
    542
    Hi.

    I've setup everything for my custom events in the dashboard and it is also being send by the client. Sadly I get only the custom events from the editor:

    Code (csharp):
    1. "platform": "editor-mac"
    Sadly I don't get any events from my iPhone device. There was no mention that I have to add something different for mobile, so any guess what I could be missing here?

    Thanks for help.
     
  2. mbirk

    mbirk

    Unity Technologies

    Joined:
    Apr 25, 2014
    Posts:
    18
    We should be receiving and processing your custom events from the iPhone. However, these don't show up automatically on the Integration page, so that may be confusing. A couple of things you can do:

    1) Wait a few (4-6) hours for our processing cycle to complete, and then check the Data Explorer. You should see your iPhone activity reflected when viewing custom events there.

    2) Run the iPhone version using Xcode and view the custom events on the Integration page. This should trigger the same "debug device" mode that you see when using the Unity editor, and your custom events should be visible on the Integration page.
     
    David-Berger and toddh like this.
  3. pahe

    pahe

    Joined:
    May 10, 2011
    Posts:
    542
    Well, yes, it is confusing. And I'm not sure if it's working correctly. I did 2) but I can't see the platform "iPhone" or something like that in my events. Only the editor-mac.

    Even more confusing is that I can see that the events are coming to the server, but they don't show up in the data explorer. When I select there my custom event, then "no data" is shown with an exclamation mark.
     
  4. mbirk

    mbirk

    Unity Technologies

    Joined:
    Apr 25, 2014
    Posts:
    18
    Hmmm, 2) should work -- we'll investigate that. Also, if you submit a Support request at https://analytics.unity3d.com/support we can take a closer look at your app and see what's going on with the custom events.
     
  5. pahe

    pahe

    Joined:
    May 10, 2011
    Posts:
    542
    Okay, I'll do on monday mbirk. I'll take the chance to double check my stuff at the weekend :)
     
  6. mbirk

    mbirk

    Unity Technologies

    Joined:
    Apr 25, 2014
    Posts:
    18
    Ah, it's a bug (scenario 2). We have the logic in place to check for running under Xcode, but it's not passing the proper header to route the events to the Integration page. We will fix this and release a new version of the Unity Analytics plugin.
     
  7. pahe

    pahe

    Joined:
    May 10, 2011
    Posts:
    542
    Ok thanks for the info mbirk.
     
  8. any_user

    any_user

    Joined:
    Oct 19, 2008
    Posts:
    374
    I have the same problem, nothing is tracked from iOS devices. I waited one night and nothing shows up.

    This is what I get when I enable logging :

    Code (csharp):
    1. {"header":{"appid":"4939963699315773233","userid":"298F0EB7-6E84-4D7C-979B-662237C88CA4","sessionid":7006606115158943447,"platform":"ios","sdk_ver":"1.6.2"},"events":[{"type":"appRunning","ts":1418150009200,"clicks":164,"duration":1087}]}
    2. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)
    3.  
    4. verb:Post
    5. url:https://api.uca.cloud.unity3d.com/v1/events
    6. accept-type:*/*
    7. body:{"header":{"appid":"4939963699315773233","userid":"298F0EB7-6E84-4D7C-979B-662237C88CA4","sessionid":7006606115158943447,"platform":"ios","sdk_ver":"1.6.2"},"events":[{"type":"appRunning","ts":1418150009200,"clicks":164,"duration":1087}]}
    8. customHeaders:
    9.   key:dispatcher_state value:running
    10.  
    11. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)
    12.  
    13. ********************* RestResultCallback The operation couldn’t be completed. (NSURLErrorDomain error -1012.) m_NumbOfEventDispatched 1 m_NumbOfHighPriority 0 m_NetworkFailureRetryCount 0
    14. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)
    15.  
    16. {"header":{"appid":"4939963699315773233","userid":"298F0EB7-6E84-4D7C-979B-662237C88CA4","sessionid":7006606115158943447,"platform":"ios","sdk_ver":"1.6.2"},"events":[{"type":"appRunning","ts":1418150009200,"clicks":164,"duration":1087}]}
    17. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)
    18.  
    19. verb:Post
    20. url:https://api.uca.cloud.unity3d.com/v1/events
    21. accept-type:*/*
    22. body:{"header":{"appid":"4939963699315773233","userid":"298F0EB7-6E84-4D7C-979B-662237C88CA4","sessionid":7006606115158943447,"platform":"ios","sdk_ver":"1.6.2"},"events":[{"type":"appRunning","ts":1418150009200,"clicks":164,"duration":1087}]}
    23. customHeaders:
    24.   key:dispatcher_state value:running
    25.  
    26. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)
    27.  
    28. ********************* RestResultCallback The operation couldn’t be completed. (NSURLErrorDomain error -1012.) m_NumbOfEventDispatched 1 m_NumbOfHighPriority 0 m_NetworkFailureRetryCount 1
    29. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)
    30.  
    31. {"header":{"appid":"4939963699315773233","userid":"298F0EB7-6E84-4D7C-979B-662237C88CA4","sessionid":7006606115158943447,"platform":"ios","sdk_ver":"1.6.2"},"events":[{"type":"appRunning","ts":1418150009200,"clicks":164,"duration":1087}]}
    32. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)
    33.  
    34. verb:Post
    35. url:https://api.uca.cloud.unity3d.com/v1/events
    36. accept-type:*/*
    37. body:{"header":{"appid":"4939963699315773233","userid":"298F0EB7-6E84-4D7C-979B-662237C88CA4","sessionid":7006606115158943447,"platform":"ios","sdk_ver":"1.6.2"},"events":[{"type":"appRunning","ts":1418150009200,"clicks":164,"duration":1087}]}
    38. customHeaders:
    39.   key:dispatcher_state value:running
    40.  
    41. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)
    42.  
    43. ********************* RestResultCallback The operation couldn’t be completed. (NSURLErrorDomain error -1012.) m_NumbOfEventDispatched 1 m_NumbOfHighPriority 0 m_NetworkFailureRetryCount 2
    44. (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)
    45.  
    The following line might be pointing to the issue:
    Code (CSharp):
    1. ********************* RestResultCallback The operation couldn’t be completed. (NSURLErrorDomain error -1012.) m_NumbOfEventDispatched 1 m_NumbOfHighPriority 0 m_NetworkFailureRetryCount 0
     
  9. pahe

    pahe

    Joined:
    May 10, 2011
    Posts:
    542
    @mbirk Any news on the update?
     
  10. kentunity

    kentunity

    Unity Technologies

    Joined:
    Sep 16, 2014
    Posts:
    55
    Hi Pahe,
    We're working on releasing an update to the SDK with this fix. We'll make sure to post here when it's out.
    Thanks for your patience.
     
  11. angeloferro

    angeloferro

    Moderator

    Joined:
    Sep 12, 2014
    Posts:
    105
    @any_user - we're looking into the issue your experiencing as well and will update you once we have a fix. Thanks for your cooperation!
     
  12. pahe

    pahe

    Joined:
    May 10, 2011
    Posts:
    542
    @kentunity No problem and thanks for the info. We're looking forward to the update. We're in our final testing phase of the product and the analytics tool is 'cause on the check list :D
     
  13. kentunity

    kentunity

    Unity Technologies

    Joined:
    Sep 16, 2014
    Posts:
    55
    @any_user and @pahe - The new version of the SDK (1.7.2) fixes both of your problems :D
     
  14. pahe

    pahe

    Joined:
    May 10, 2011
    Posts:
    542
    Thx! Already trying out! :)