Getting to know how your players interact with your game starts with game events. You place events at specific points in your game you want to measure and send those to our service for recording. You can choose to send these during game play (ideally asynchronously so as not to disrupt gameplay) or at the conclusion of levels. As long as you include dates and times with your event submissions we can record correct timing information.
With each event, you can attach multiple properties. For example, a "Level Start" event might send a level property, a version property, and an array of equipment. Each of these properties can be searched on through our query interface. We also provide one property bucket per event which allows you to store large amounts of data. You cannot report on property buckets but they are good for storing unstructured data like stack traces to diagnose issues.
With each event, you can send a session identifier. This is a unique identifier for that game play session. Every event with the same session gets linked together. This way, you can see the event stream for a given session and get session timing information.