DAU vs first event difference
under review
Erik Akhmetov
Hi! I initialize GA SDK in Unity and at this moment send ProgressionEvent "Start_game_ready". But in Dashboard I see data like 4600 DAU and 2600 players with "Start_game_ready" event
Why does it happen? When DAU calculated? Before initializing?
GameAnalytics.Initialize();
ProgressionEvent(GAProgressionStatus.Complete, "Start_game_ready");
Nikolaj Ahlberg-Pedersen
Erik AkhmetovI did find the game now. A question.. when did you introduce the "Start_game_ready" event? What build? Could be implemented later..
It does not completely explain it though .. as filtering by a build only (like latest 0.22_release) also show some differences.
Nikolaj Ahlberg-Pedersen
under review
Nikolaj Ahlberg-Pedersen
Hi Erik Akhmetov.
DAU is not calculated on the device, but based on events sent.
When you select DAU in our tool it's a shortcut to setting some query parameters in the Explore Tool. It will select "All" in event category and grouped by "day" and aggregation "Unique Users". So that DAU query will look at all events and report the count of unique user_ids found per day.
Our SDK will automatically send a "session start" event when initialised and "session end" when closed. These events (all events) have the user_id on them as well. So.. out-of-the-box the DAU will be users initialising as they send this.
For progression event then it also contains the user_id, so if you send the progression event right after initialise then it should be around the same amount. As some calculations do approximations it might be very slightly different (like 2600 and 2601), but what you describe sounds like an issue.
I found your user (the email you used here) but cannot see any game with such DAU. Can you specify the game id? It's the number in the URL when you are looking at a game. Thanks!
Erik Akhmetov
Nikolaj Ahlberg-Pedersen it named Animal village. I initialize GameAnalytics first and then try to send
ProgressionEvent(GAProgressionStatus.Complete, "Start_game_ready");
right after initializing.
Erik Akhmetov
Oh i found out that funnel does not match with dashboard. 2,7k vs 1.6k at the same day
Nikolaj Ahlberg-Pedersen
Erik Akhmetov The widget shown is reporting count of level completes. Not unique users. If you click the "view in explore" option on the widget and then change aggregation to "unique users" it then aligns.
Nikolaj Ahlberg-Pedersen
Erik Akhmetov
It seems like your game is Unity WebGl.
We did a bunch of tests with automatic and manual session handling for unity sdk and webgl platform.
For automatic session handling, the session_start event is sent first and then the progression event a bit later (see below). Nothing is lost in our case if game is not closed.
Our SDK logic works by sending the "session start" event right away after initialise. From then on a timer starts and sends queued events after 8 seconds. If our SDK detects a session ending it will send events in queue also. On mobile our SDK will reliably end sessions when user leaves the app due to iOS/Android allowing some CPU time to do this. On web browsers a player can close the tab and no "session end" processing is possible. So the queue is not sent.
In our testing the "session start" is sent instantly and the "progression" event is sent 8 seconds later. If the user closes the browser/tab in that time it will not have time to send the events in queue likely.
I suspect this might be the issue. If you have any thoughts on how to improve this from our side then let us know. We will also be looking into this more.. for both the native JS SDK and Unity supporting Webgl.
Erik Akhmetov
Nikolaj Ahlberg-Pedersen I see, thanks. So we tried to initialize SDK during project loading. I've written problem here https://feedback.gameanalytics.com/web-tool/p/analyticsjs-1-failed-to-load-resource-net-err-name-not-resolved