This code belongs to e-UCM research group and has been developed for the H2020 BEACONING Project and sends analytics information to a server; or, if the server is currently unavailable, stores them locally until it becomes available again.
After a game is developed, a common need is to know how the players play, what interactions they follow within the game and how much time they spend in a game session; collectively, these are known as game analytics. Analytics are used to locate gameplay bottlenecks and assess game effectiveness and learning outcomes, among other tasks.
- Obtain bundle library
- Download files from Release
- Clone or download repository and obtain them from /dist/
- Copy into your project folder
- Include library using, for example,
<script type="text/javascript" src="js-tracker.bundle.js"></script>>
- Configure the tracker by:
var tracker = new TrackerAsset();
tracker.settings.host = "http://my.host:port/";
tracker.settings.trackingCode = "TrackingCode";
- More configuration can be done with:
- port: This should have the port for the analysis server
- secure: Is the connection secure?
- max_flush: max number of traces sent when flush
- batch_size: max number of traces stored in the tracker queue
-
backupStorage: if enabled, csv traces will be stored at
localStorage.getItem("backup")
- host: This should have the host for the analysis server
-
trackingCode: If storage type is set to
net
, this is the tracking code identifying the game - debug: Enable to see tracker messages in the Unity console.
- optional tracker.Login()
- Start the tracker by using
tracker.Start()
- Send traces
An example test app can be found here.
Include the plugin file into your program.
<script type="text/javascript" src="plugins/geolocation.js"></script>
Add the plugin to the tracker using tracker.addPlugin(plugin)
.
var tracker = new TrackerAsset();
//Add the plugin
tracker.addPlugin(new TrackerPlugins.Geolocation());
//Enjoy the plugin
tracker.Places.Moved("Madrid", 1.4, 2.1, tracker.Places.PlaceType.UrbanArea);
For tracker to send traces to the server, tracker.Start()
has to be called. If you want to use an authenticated user, you can login before starting the tracker.
var tracker = new TrackerAsset();
tracker.settings.host = "https://rage.e-ucm.es/";
tracker.settings.trackingCode = "58e3779b1043c7006d76d0e07sj9hnzljjo1dcxr";
//Login is optional. If not logged, anonymous actor is retrieved on start
var connected = false;
// You can use tracker.LoginBeaconing("accessToken", callback); if you want
tracker.Login("student","password", function(data,error){
if(!error){
tracker.Start(function(result, error){
if(!error){
connected = true;
console.log("tracker started");
}else{
console.log("start error")
}
});
}else{
console.log("login error")
}
});
There are two methods used for sending traces:
- Using the xAPI for serious games interfaces (Accessible, Alternative, Completable and GameObject).
- Using
TrackerAsset.ActionTrace(verb,target_type,target_id)
method. This is not recomended unless you have clear in mind what you're doing. Remember that xAPI traces are focused on sending actions, not purely variable changes. If you want to track variables, you can add them as extensions usingTrackerAsset.setVar(key, val)
.
//simple trace
tracker.GameObject.Used("GameObjectID2", tracker.GameObject.GameObjectType.Item);
//trace with extensions
tracker.setVar("extension1", "value1");
tracker.Accessible.Skipped("AccesibleID2", tracker.Accessible.AccessibleType.Screen);
//Very complex trace
tracker.setResponse("AnotherResponse");
tracker.setScore(123.456);
tracker.setSuccess(false);
tracker.setCompletion(true);
tracker.setVar("extension1", "value1");
tracker.setVar("extension2", "value2");
tracker.setVar("extension3", 3);
tracker.setVar("extension4", 4.56);
tracker.ActionTrace("selected", "zone", "ObjectID3");
//Sending the traces
tracker.Flush();
As in JavaScript is a language very oriented to Async programming, there are multiple alternatives to generate an automatic loop for sending traces automatically. For example, you can create a loop like:
setInterval(function(){
if(connected)
tracker.Flush(function(result, error){
console.log("flushed");
})
}, 3000);
The tracker requires (if net
mode is on) the RAGE Analytics infrastructure up and running. Check out the Quickstart guide and follow the developer
and teacher
steps in order to create a game and setup a class. It also requires a:
-
Host: where the server is at. This value usually looks like
<rage_server_hostmane>/api/proxy/gleaner/collector/
. The collector is an endpoint designed to retrieve traces and send them to the analysis pipeline. - Tracking code: an unique tracking code identifying the game. This code is created in the frontend, when creating a new game.
The tracker exposes an API designed to collect, analyze and visualize the data. The API consists on defining a set of game objects. A game object represents an element of the game on which players can perform one or several types of interactions. Some examples of player's interactions are:
- start or complete (interaction) a level (game object)
- increase or decrease (interaction) the number of coins (game object)
- select or unlock (interaction) a power-up (game object)
A gameplay is the flow of interactions that a player performs over these game objects in a sequential order.
The main typed of game objects supported are:
-
Completable - for Game, Session, Level, Quest, Stage, Combat, StoryNode, Race or any other generic Completable. Methods:
Initialized
,Progressed
andCompleted
. -
Accessible - for Screen, Area, Zone, Cutscene or any other generic Accessible. Methods:
Accessed
andSkipped
. -
Alternative - for Question, Menu, Dialog, Path, Arena or any other generic Alternative. Methods:
Selected
andUnlocked
. -
GameObject for Enemy, Npc, Item or any other generic GameObject. Methods:
Interacted
andUsed
.
Usage example for the tracking of an in-game quest. We decided to use a completable game object for this use-case as the most suitable option:
// Completable
// Initialized
tracker.Completable.Initialized("MyGameQuestId", tracker.Completable.CompletableType.Quest);
// Progressed
var progress = 0.8;
tracker.Completable.Progressed("MyGameQuestId", tracker.Completable.CompletableType.Quest, progress);
// Progressed
var success = true;
var score = 0.75;
var t = tracker.Completable.Completed("MyGameQuestId",tracker.Completable.CompletableType.Quest, success,score);
Usage example for the tracking the player's movement through some in-game screens and skipping the Intro
cutscene:
// Accessible
// The player accessed the 'MainMenu' screen
tracker.Accessible.Accessed("MainMenu", tracker.Accessible.AccessibleType.Screen);
// The player skipped a cutscene
tracker.Accessible.Skipped("Intro", tracker.Accessible.AccessibleType.Cutscene);
Usage example for the tracking the player's choices during a conversation:
// Alternative
// The player selected the 'Ivan' answer for the question 'What's his name?'
tracker.Alternative.Selected("What's his name?", "Ivan", tracker.Alternative.AlternativeType.Question);
// The player unlocked 'Combat Mode' for the menu 'Menues/Start'
tracker.Alternative.Unlocked("Menues/Start", "Combat Mode", tracker.Alternative.AlternativeType.Menu);
Usage example for the tracking the player's with a NPC villager and using a health potion (item):
// Game Object
// The player interacted with a Non Playable Character
tracker.GameObject.Interacted("NPC/Villager", tracker.GameObject.GameObjectType.Npc);
// The player used a health potion
tracker.GameObject.Used("Item/HealthPotion/Consumable", tracker.GameObject.GameObjectType.Item);
Note that in order to track other type of user interactions it is required to perform a previous analysis to identify the most suitable game objects (Completable, Accessible, Alternative, GameObject) for the given case. For instance, in order to track conversations alternatives are the best choice.
If the storage type is net
, the tracker will try to connect to a Collector
endpoint, exposed by the rage-analytics Backend.
More information about the tracker can be found in the official documentation of rage-analytics.