Player Analytics & Heatmaps

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System for tracking player behavior events and spatial data (heatmaps) via an interface abstraction supporting multiple analytics providers. Supports measuring retention, game difficulty, level design flaws, and monetization conversion. Use for collecting events like level completion, IAP transactions, and death positions.

Sby Skills Guide Bot
DevelopmentIntermediate
706/2/2026
Claude Code
#analytics#heatmaps#telemetry#metrics#player-behavior

Recommended for

Our review

Implements a comprehensive analytics and heatmap tracking system for Unity games using an abstracted provider interface.

Strengths

  • Abstract interface supports multiple analytics providers (Unity, Firebase, Mixpanel)
  • Standardized event naming conventions (snake_case) for consistency
  • Spatial heatmap recording allows visual level design analysis
  • Performance optimizations like event batching to reduce battery drain

Limitations

  • Requires Unity engine (version >=6.0)
  • Does not include visualization or dashboard for heatmaps
  • Tracking external providers' SDK dependencies may increase build size
When to use it

Use this skill when you need data-driven insights into player behavior, retention, monetization, or level design flaws in a Unity game.

When not to use it

Do not use this skill for non-game applications or projects where simple console logging or existing built-in analytics are sufficient.

Security analysis

Safe
Quality score92/100

The skill provides code examples for implementing analytics and heatmap tracking in Unity, with no destructive or exfiltrating instructions. The allowed tools (run_command, list_dir, write_to_file) are used for legitimate development tasks and do not introduce risk.

No concerns found

Examples

Track Level Completion
Implement analytics tracking for level completion events including level ID, score, and time played.
Set Up Heatmap Recording
Set up a heatmap system that records player death positions to help balance level difficulty.
Initialize Analytics Provider
Initialize Unity Analytics as the main provider with fallback to local logging.

name: analytics-heatmaps description: "Implementation of comprehensive analytics tracking and heatmap data collection for player behavior analysis." version: 2.0.0 tags: ["analytics", "tracking", "heatmaps", "metrics", "telemetry"] argument-hint: "event='LevelComplete' params='time,score' OR heatmap='death_pos'" disable-model-invocation: false user-invocable: true allowed-tools:

  • run_command
  • list_dir
  • write_to_file requirements: unity_version: ">=6.0" render_pipeline: "Any" dependencies: [] context_discovery: check_unity_version: true check_render_pipeline: false scan_manifest_for: [] performance_budget: gc_alloc_per_frame: "N/A - async or editor-only" max_update_cost: "N/A" tdd_first: false

Analytics & Heatmaps

Overview

System for tracking player behavior events and spatial data (heatmaps). Supports multiple providers (Unity Analytics, Firebase, Mixpanel) via an interface abstraction.

When to Use

  • Use for measuring retention (Day 1, Day 7)
  • Use for balancing game difficulty (win/loss rates)
  • Use for finding level design flaws (spatial heatmaps)
  • Use for tracking monetization conversion
  • Use for debugging user flows (funnels)

Architecture

┌─────────────────────────────────────────────────────────────┐
│                    ANALYTICS PIPELINE                       │
├─────────────────────────────────────────────────────────────┤
│                                                             │
│  GAMEPLAY CODE                                              │
│  ┌──────────────────────┐                                   │
│  │ "LevelComplete"      │                                   │
│  │ Params: {Score: 100} │                                   │
│  └──────────┬───────────┘                                   │
│             │                                               │
│             ▼                                               │
│  ANALYTICS MANAGER (Interface)                              │
│  ┌──────────┬───────────┬───────────┐                       │
│  │ Provider │ Provider  │ Heatmap   │                       │
│  │ (Unity)  │ (Google)  │ Recorder  │                       │
│  └──────────┴───────────┴─────┬─────┘                       │
│                               │                             │
│                               ▼                             │
│                         ┌───────────┐                       │
│                         │ LOCAL LOG │ (Dev builds)          │
│                         └───────────┘                       │
│                                                             │
└─────────────────────────────────────────────────────────────┘

tracked Event Structure

| Event Name | Parameters | Goal | |------------|------------|------| | game_start | version, platform | Daily Active Users (DAU) | | level_start | level_id, difficulty | Engagement | | level_complete | level_id, time, score | Progression | | process_fail | level_id, reason | Churn analysis | | iap_transaction | product_id, price | Revenue |

Best Practices

  • ✅ Wrap external SDKs (don't call Firebase directly)
  • ✅ Use standardized event naming (noun_verb or snake_case)
  • ✅ Track "First Time User Experience" (FTUE) rigidly
  • ✅ Record screen resolution and device specs
  • ✅ Batch events to save battery
  • NEVER track Personally Identifiable Information (PII) without consent
  • NEVER track high-frequency events (e.g., Update loop)
  • NEVER rely on client-side timestamps (use server time)

Few-Shot Examples

Example 1: Analytics Service

User: "Track level completion."

Agent:

public class AnalyticsService : MonoBehaviour
{
    public void TrackLevelComplete(string levelId, int score, float duration)
    {
        var params = new Dictionary<string, object>
        {
            { "level_id", levelId },
            { "score", score },
            { "duration_seconds", duration },
            { "user_level", _player.Level }
        };
        
        SendEvent("level_complete", params);
    }
    
    private void SendEvent(string name, Dictionary<string, object> parameters)
    {
        // Wrapper for SDKs
        Unity.Services.Analytics.AnalyticsService.Instance.CustomData(name, parameters);
        Debug.Log($"[Analytics] {name}: {JsonConvert.SerializeObject(parameters)}");
    }
}

Example 2: Heatmap Recorder

User: "Record where players die."

Agent:

public class HeatmapRecorder : MonoBehaviour
{
    public void RecordDeath(Vector3 position)
    {
        // Round to grid to save data density
        int x = Mathf.RoundToInt(position.x);
        int z = Mathf.RoundToInt(position.z);
        
        var data = new Dictionary<string, object>
        {
            { "pos_x", x },
            { "pos_z", z },
            { "level", SceneManager.GetActiveScene().name }
        };
        
        AnalyticsService.Instance.TrackEvent("player_death_location", data);
    }
}

Example 3: Funnel Tracking

User: "Track tutorial steps."

Agent:

public void TrackTutorialStep(int stepIndex, string stepName)
{
    AnalyticsService.Instance.TrackEvent("tutorial_step", new() {
        { "step_index", stepIndex },
        { "step_name", stepName },
        { "time_since_start", Time.timeSinceLevelLoad }
    });
}

Related Skills

  • @backend-integration - Store analytics remotely
  • @monetization-iap - Track purchases
  • @mobile-optimization - Battery-safe tracking
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