Flock ingests events from your game and turns them into analytics — engagement, retention,
monetization, and more.
Dashboard
Unity
Unreal
View engagement, retention, and monetization dashboards in Flock — built from the events and
transactions your game reports.
Engagement, retention, and monetization dashboards in Flock.
Send events through the SDK as players play — level completes, purchases, session milestones. Log
calls are synchronous and never block gameplay: they enqueue to an on-disk buffer and the SDK
batches and delivers them for you.
FlockClient.Instance.Analytics.LogEvent("level_complete", new Dictionary<string, object>{ { "level", 3 }, { "duration_s", 92 }});// Optional: await delivery of everything queued (before a critical moment)await FlockClient.Instance.Analytics.FlushAsync();
Sessions, screen views, and purchase transactions have dedicated calls too
(RecordScreenView, RecordTransactionAsync).
The Flock | Analytics nodes need no Target pin and are safe no-ops before the SDK initializes.
Sessions start and end automatically around sign-in.
Log an event and build its metadata with chainable builder nodes.
Logging returns immediately: entries are written to disk and delivered later, so a call is cheap
and nothing is lost to a crash or a dead network. A run that dies without a clean quit is reported
on the next launch.Purchases report their own transactions automatically, and everything here is off when
Analytics Enabled is unticked.
If a play session ends without a clean quit — a crash, a hang the player force-killed, or the OS
evicting the game — the SDK detects it on the next launch and reports one app_termination
event automatically. No integration needed.
Property
Meaning
classification
background_kill (killed while backgrounded — normal on mobile) or abnormal (died in the foreground without quitting)
previous_session_id
The session that died
last_alive_at
Approximate time of death
unhandled_exception_count
Exceptions seen that run — context, not proof of a crash
Watch the abnormal rate per game version — a jump after a release is your earliest stability
signal, no crash reporter required. Closing the game normally (in-game quit, Alt-F4, swiping the
app away) never counts as abnormal.
Track meaningful, well-named events with a small set of properties. Consistent event names make the
dashboards far easier to read.