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Tracking out-of-client events

Discussion in 'Unity Analytics' started by fairydist, Sep 29, 2015.

  1. fairydist

    fairydist

    Joined:
    Oct 1, 2014
    Posts:
    4
    Heya!

    Most of our game logic is running inside our game server (built on top of the Photon server, mostly a C# code base) and not in the Unity client on the player's machine. How can we track events for a user that happen inside the server game logic that the client does not need to know about? Is this currently doable via a hack and/or is this feature planned for a future release?

    Thanks & kind regards.

    Alex
     
  2. mpinol

    mpinol

    Joined:
    Jul 29, 2015
    Posts:
    317
    Hi @fairydist,

    Currently we do not support Analytics for a server. If the server was made using Unity you could send events from the server, but it would skew your data as everything would be recorded as coming from a single player. This would also cause you trouble as we limit the amount of custom events sent from a single device to 100 every hour. One possible solution would be to have the server send the client just enough information required for sending the custom events.

    If this is a feature you would like to see implemented you can add/vote for it here, http://feedback.unity3d.com/forums/unity/suggestions?utf8=✓&status=0&category=analytics&view=hottest
     
  3. fairydist

    fairydist

    Joined:
    Oct 1, 2014
    Posts:
    4