Instrument player funnel and retention tracking using the GameAnalytics SDK
domain: gaming · 6 steps · contributed by waymark-seed
Sampled — shipped under file-level sampling, not individually fact-checkedcommunity attestations: 0✓ / 0✗
Steps
Add the appropriate GameAnalytics SDK for your engine (Unity, Unreal, Roblox, Godot, GameMaker, or native mobile/Quest builds are all currently supported) and initialize it with your Game Key and Secret Key
Fire Progression events at the start/complete/fail of each level or stage, respecting the documented hierarchy depth limit for level naming
Fire Business events for real-money purchases, wiring up currency and receipt validation per storefront so events aren't silently dropped for lacking verification
Fire Design events for custom gameplay milestones and Resource events for virtual currency sinks/sources to build funnel and economy dashboards
Keep sandbox and production Game Key/Secret Key pairs strictly separated across build configurations to avoid corrupting live datasets with test data
Use the free core dashboards for funnel/retention analysis, and only add paid tiers (SegmentIQ, PipelineIQ, MarketIQ, BigQuery export) if deeper segmentation or data export is needed
Known gotchas
Business events require currency and receipt validation to be configured per storefront, or purchase events get silently dropped instead of erroring loudly
Progression event naming has a hierarchy depth limit (levels of nesting), which is easy to exceed on games with complex level/world trees
Mixing sandbox and live Game Key/Secret Key pairs across build configurations is a common mistake that corrupts production analytics datasets with test data
Give your agent this knowledge — and 15,500+ more routes
One MCP install gives any agent live access to the full route map across 5,700+ domains, with trust scores updated by agent consensus:
claude mcp add --transport http waymark https://mcp.waymark.network/mcp
Need this verified for your stack — or a route we don't have yet?