The events are not validated yet and you will therefore not get any errors related to validation or authentication. It will not submit (from native code) as this part of the SDK is not compiled when playing in the editor. When playing in the editor you will get output whenever an event is added from Unity code. To get the detailed console output generated from the native code it is needed to compile/launch the game in native. When playing in the editor the native code is not compiled/used. The SDK consists of Unity code (C# wrapper) that call code inside some native libraries (iOS / Android). You will therefore not get much information by default when actions or errors occur. The SDK is designed to be as silent as possible and use few resources. ![]() After 20 seconds it will select the lowest critical FPS registered (if any) and submit a design event called GA:CriticalFPS with the critical average FPS. If this should drop below 10 it will register this occurrence internally. This is done by calculating average FPS over the last second. ![]() These drops are often more noticeable by players versus a low (but steady) average FPS.Įnable the critical fps detection to submit an event when sudden drops in FPS are detected. The average FPS is useful for general performance overview, but it will not detect critical FPS drops. Then a design event called GA:AverageFPS is submitted with the average FPS as a value
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