Analytics events (server-side, AnalyticsService)
Standard events feed the Creator Hub dashboards automatically (economy, funnels, progression,
custom). The Fire* methods are deprecated; use the Log* family.
--!strict
local AnalyticsService = game:GetService("AnalyticsService")
local Analytics = {}
-- Currency sources and sinks → Economy dashboard. function Analytics.coinsEarned(player: Player, amount: number, balance: number, source: string) AnalyticsService:LogEconomyEvent( player, Enum.AnalyticsEconomyFlowType.Source, "Coins", -- currency type amount, balance, -- ending balance Enum.AnalyticsEconomyTransactionType.Gameplay.Name, -- or a custom string like "QuestReward" source -- item SKU / source id ) end
function Analytics.itemBought(player: Player, price: number, balance: number, itemSku: string) AnalyticsService:LogEconomyEvent( player, Enum.AnalyticsEconomyFlowType.Sink, "Coins", price, balance, Enum.AnalyticsEconomyTransactionType.Shop.Name, itemSku ) end
-- First-session tutorial funnel (steps must be sequential, 1-based). function Analytics.onboarding(player: Player, step: number, stepName: string) AnalyticsService:LogOnboardingFunnelStepEvent(player, step, stepName) end
-- Recurring funnels (e.g. shop purchase flow); share a session id per attempt. function Analytics.shopFunnel(player: Player, sessionId: string, step: number, stepName: string) AnalyticsService:LogFunnelStepEvent(player, "ShopPurchase", sessionId, step, stepName) end
-- Level progression.
function Analytics.levelStarted(player: Player, level: number)
AnalyticsService:LogProgressionStartEvent(player, "MainPath", level, Level{level})
end
function Analytics.levelCompleted(player: Player, level: number)
AnalyticsService:LogProgressionCompleteEvent(player, "MainPath", level, Level{level})
end
-- Anything else: numeric custom events, sliced by up to 3 custom fields. function Analytics.bossKilled(player: Player, bossId: string, seconds: number) AnalyticsService:LogCustomEvent(player, "BossKillTime", seconds, { [Enum.AnalyticsCustomFieldKeys.CustomField01.Name] = bossId, }) end
return Analytics
Guidelines:
- Log from the **server** (trustworthy, and required by these APIs). Keep event names and custom-field
values low-cardinality (IDs of categories, not free text or user IDs).
- Economy events need accurate `endingBalance`; log every source and sink or the dashboard misleads.
- Design funnels before building features (onboarding steps, shop flow, first purchase).
- `AnalyticsService:GetPlayerSegmentsAsync(player)` returns segment info (payer status, account age in
your game, ...) at runtime to tailor onboarding and offers — `pcall` it.
## Experience configs (live values without republishing)
Create configs in Creator Hub (or Open Cloud) — balance numbers, feature flags, event toggles — and read them
on the server with `ConfigService`. Published changes arrive in running servers.
```luau
--!strict
local ConfigService = game:GetService("ConfigService")
local ok, snapshot = pcall(function()
return ConfigService:GetConfigAsync()
end)
local function get(key: string, default: any): any
if not ok then
return default
end
local value = snapshot:GetValue(key)
return if value == nil then default else value
end
local bossHealth = get("bossHealth", 500)
print("boss health", bossHealth)
if ok then
snapshot.UpdateAvailable:Connect(function()
snapshot:Refresh() -- apply newly published values at a safe moment (e.g. between rounds)
print("new boss health", get("bossHealth", 500))
end)
end
- Always code a default: configs may fail to load.
- Experiments / targeted configs evaluate per player: use
ConfigService:GetConfigForPlayerAsync(player)(GetConfigAsyncignores targeting). Experiments run 14–60 days, up to two variants plus control; pick a goal metric and respect the minimum detectable effect. Manage via Creator Hub or the Open Cloud experimentation API (roblox-open-cloud). - Studio testing:
ConfigService:SetTestingValue(key, value)/ClearTestingValue.
Badges
BadgeService:AwardBadgeAsync(userId, badgeId) (server, pcall; skip if UserHasBadgeAsync or
CheckUserBadgesAsync already says owned). AwardBadge/UserHasBadge are deprecated. Badges are
great onboarding and progression milestones and show on players' profiles.
Experience notifications (re-engagement)
- Ask players to opt in at a meaningful moment:
ExperienceNotificationService:CanPromptOptInAsync()thenPromptOptIn()(client). - Create notification strings in Creator Hub; send from your backend via Open Cloud
POST /cloud/v2/users/{userId}/notifications(e.g. "your crops are ready", "event starts now"). Notifications are rate-limited and moderated; send ones players value.
Live-ops patterns
- Timed events: schedule with UTC timestamps in a config (
eventStart,eventEnd); compare withos.time()on the server; broadcast state via attributes; clients show countdowns fromworkspace:GetServerTimeNow(). - Season pass / rotating shops: rotation seed =
math.floor(os.time() / 86400)for daily shops; store claimed rewards per season id in player data. - Daily rewards/streaks: store
lastClaimDay(UTC day number) and streak count; grant on the server. - Ship content behind config flags, validate with a small rollout/experiment, then roll out to 100%.
- Watch Creator Hub dashboards: retention (D1/D7/D30), session length, conversion, ARPPU, funnels, and performance (crash rate, FPS, memory) after every release.
Related skills
roblox-monetization (offers, pricing), roblox-data-stores (streaks, season data),
roblox-open-cloud (configs/experiments/notifications APIs), roblox-game-systems.