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Record the moments that matter in your game, such as a tutorial step shown, a level completed or a coin collected, and see them in your game’s Analytics tab. Summer adds who, which game and which version to every event, so your game only says what happened. Summer also records the multiplayer journey for you: searching, matched, joined and match completed.

Questions it answers

Where do players stop?

See which tutorial step most players never get past.

Which level is too hard?

Compare how many players start and finish each level.

Which mode do players pick?

Count matches and players per mode.

What you get

Events from players' games and from the game server, plus events Summer records itself, all arrive in the game's Analytics tab. Events from players' games and from the game server, plus events Summer records itself, all arrive in the game's Analytics tab.
  • Events from your game: both your players’ games and your server can record events.
  • Events Summer records for you: a player starts searching, is matched, joins a World, and finishes a match.
  • An Analytics tab in your game’s dashboard with event counts, the list of events your game sends, recent events and how much storage you’re using.
  • Room to start: every game can keep 10,000 events for free, each for seven days. Raise your storage limit to keep more, for 30 days.
Recording an event never slows your game down. It happens in the background, and your game never waits for it.

Pick your setup

Moments on the player’s screen

Record what happens in your game’s menus and interface: a tutorial step shown, the settings opened, a mode picked. These come from each player’s own game. An event called level_completed with two properties, level 3 and seconds 41. The name stays the same; the values go in the properties. An event called level_completed with two properties, level 3 and seconds 41. The name stays the same; the values go in the properties. Give each event a fixed name for what happened, in the past tense, such as level_completed. Put the details in its properties, such as the level number, so one event covers every level.

Track my tutorial and menus. Events for each tutorial step and the main menu choices.

Facts your server decides

Record what your server decides: a match won, a coin collected, an item bought. These are the numbers to trust, because they come from the server and not from a player’s device.

Track gameplay on my server. Events for wins, pickups and other server decisions.

Not sure which fits?

Plan analytics for my game. Your agent reads your project and proposes a small set of events. No code.

Testing it on your machine

Under Local Play, events aren’t stored and report that analytics isn’t available, while your game plays normally. Have your game also print each event to its log while you test, so you can check names and properties locally. In a hosted game, events show up in your Analytics tab after a short delay.
Does this not help you? Reach out on Discord!