For the fourth project of Studio 2, we were introduced to Unity Analytics. Unity Analytics is a data platform that tracks certain aspects of a player and their gameplay. It doesn’t track anything automatically.
Unity Analytics does have some limitations though. It can only take 100 custom events per hour, per user. A custom event can track up to ten different parameters so long as the character count is below 500. Those ten parameters can only be one of these three different types of data: Booleans, Strings and Numbers (ints, floats, etc).
Acclim definitely could have benefited from using analytics. At first, I thought that I wouldn’t need analytics and could just rely on recorded video for playtesting because everything that I needed to know could be seen there. However, I didn’t account for how tedious it is to sift through video files.
If I had of implemented analytics, I would have set up a timer that runs in the background and given each interactable object type a label. This means that, when a player interact with an object, the time (float) at which they interacted with it and what the object is called (string) would be sent to Unity Analytics.
This means my custom event would look like this:
With this data, I would be able to see if players are interacting with all of the objects that I wanted them to and I would be able to tell how long players are taking to interact with objects. This would allow me to tell if an object is too small or too well hidden, or it might even show that players aren’t interacting with anything but the letters. That would mean that there needs to be more incentive to interacting with the objects that are around the apartment.
If I had of used analytics, I would have realised that people don’t check the wardrobe or the fridge, after the first day, sooner.