Engagement Dashboard
Track player activity, retention, and session behavior.
Overview
The Engagement Dashboard provides insights into how players interact with your game over time:
- Daily / Monthly Active Users (DAU / MAU)
- Retention Cohorts (D1, D7, D30)
- Session Duration and Frequency
- Peak Activity Hours
- Feature Adoption Rates
Required Events
| Event | SDK Method | Auto-Tracked | Priority |
|---|---|---|---|
session_start | Automatic | Yes | Required |
session_stop | Automatic | Yes | Required |
feature_use | TrackFeatureUse() | No | Recommended |
Session events are the foundation of this dashboard. They are tracked automatically when AutoTrackSession is enabled (default). No code is needed beyond Initialize().
Event Implementation
Session Events (Automatic)
Session lifecycle is managed by the SDK:
session_start-- Sent when the SDK initializes and when the app resumes from background.session_stop-- Sent when the app goes to background or the SDK shuts down.
These events include device type, country, app version, and session duration automatically.
Feature Use Event
Track which features players engage with. This powers the Feature Adoption section of the dashboard.
using GameRebellionSdk.Unity;
// Player opens the inventory
GameRebellion.TrackFeatureUse(new GrFeatureUseEvent
{
Type = "ui",
Name = "inventory",
Category = "gameplay",
CompletionStatus = "opened"
});
// Player completes a shop purchase flow
GameRebellion.TrackFeatureUse(new GrFeatureUseEvent
{
Type = "ui",
Name = "shop",
Category = "monetization",
CompletionStatus = "completed",
TimeSpent = 12.5
});
// Player changes a setting
GameRebellion.TrackFeatureUse(new GrFeatureUseEvent
{
Type = "settings",
Name = "language",
Category = "preferences",
CompletionStatus = "changed"
});
GrFeatureUseEvent Fields
| Field | Type | Required | Description |
|---|---|---|---|
Type | string | Yes | Category of the feature (e.g., "ui", "settings", "social"). |
Name | string | No | Feature name (e.g., "inventory", "shop", "chat"). |
Category | string | No | Grouping for analytics (e.g., "gameplay", "monetization"). |
TimeSpent | double? | No | Seconds spent in the feature. |
CompletionStatus | string | No | Outcome (e.g., "opened", "completed", "abandoned"). |
Metrics Unlocked
| Metric | Description | Event Source |
|---|---|---|
| DAU | Daily Active Users | session_start |
| MAU | Monthly Active Users | session_start |
| DAU/MAU Ratio | Stickiness metric | session_start |
| D1 Retention | Day 1 return rate | session_start |
| D7 Retention | Week 1 return rate | session_start |
| D30 Retention | Month 1 return rate | session_start |
| Avg Session Duration | Time per session | session_start + session_stop |
| Sessions per User | Daily session count | session_start |
| Peak Hours | Activity by hour of day | session_start |
| Feature Adoption | Usage rates by feature | feature_use |
Best Practices
- Track high-value features. Focus
TrackFeatureUse()on features that matter for engagement: shops, social features, core gameplay loops, menus. Avoid tracking trivial interactions like every button tap. - Use consistent naming. Establish a naming convention for
Type,Name, andCategoryand document it for your team. This keeps dashboard data clean and groupable. - Track completion status. Knowing whether a player opened a feature vs. completed it reveals friction points.
Implementation Checklist
- SDK initialized (sessions tracked automatically)
-
TrackFeatureUse()added for key game features - Consistent naming convention for feature events