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Unity Analytics not accurate for iOs

Discussion in 'Unity Analytics' started by ReneRheaume, Sep 8, 2020.

  1. ReneRheaume

    ReneRheaume

    Joined:
    Dec 20, 2017
    Posts:
    2
    Hi!
    The numbers of Daily user reported on iOs for my game on the UnityAnalytics dashboard is about 10 time less than what we see from our internal telemetry. The Daily users on Android seems to match our internal data.

    Could it be that I receive data only from users on an older iOs version?

    Is there something different on iOs and Android that could explain this discrepancy?
     
  2. JeffDUnity3D

    JeffDUnity3D

    Unity Technologies

    Joined:
    May 2, 2017
    Posts:
    14,446
    We haven't had any reports of this behavior. Do you have an iPhone to test on? If so, you can confirm by using Charles Proxy. Is there any chance you changed your UPID/Unity ProjectID during your build process? If so, the events would be going to another Dashboard. A Charles capture .chls file would confirm if events are properly sent. Keep in mind it takes our Dashboard 8-16 hours to display new events https://support.unity3d.com/hc/en-us/articles/115002917683-Using-Charles-Proxy-with-Unity
     
  3. ReneRheaume

    ReneRheaume

    Joined:
    Dec 20, 2017
    Posts:
    2
    We see some users on iOs, so it can't really be that the ProjectId is not set properly if it was the case we wouldn't see any activity. Could it be related to some consent not being given to track the user? We don't have Unity Ads enabled in our project.
     
  4. JeffDUnity3D

    JeffDUnity3D

    Unity Technologies

    Joined:
    May 2, 2017
    Posts:
    14,446
    Please provide the Charles capture when you can, it would not be related to consent. We have no other reports of this behavior. For privacy, you can attach the capture to a support ticket here https://analytics.cloud.unity3d.com/support/
     
    Last edited: Sep 9, 2020