This is great, and I think a step forward in getting developers who have not used them in the past to use Analytics to further improve their experiences and understand fall-off points for users.
I do have a question though, in the future, will we be able to create our own categories, or will we be limited to Economy and Funnel sorts?
Wow! That’s awesome!
I used to track some economy analytics with the DataStoreService which worked well but also used up a good portion of my read and write limits.
Glad to see this update!
This is incredible! Thanks so much for all this dedication and love for analytics!
Since Roblox Analytics are simply the most reliable, are OpenCloud endpoints planned?
Also, while you’re at it, are you looking to implement dislikes as a graph? Combined with onboarding funnels, it’ll make it easier to understand the biggest pain points.
We participated in the beta for this for Super Skyward Towers. This feature has been invaluable to us, as it has been helping us understand our players better. We’ve begun making fundamental design changes to the game in response to the data the funnels generated.
Curious to how long it took for the entries to start showing up on the dashboard, currently been around 30-40 minutes since we’ve implemented into a game, and still see nothing on the dashboard yet except the
" Improve your in-experience funnels
Add funnel events to unlock this dashboard:
Onboarding: Where do users drop off during onboarding?
It can take up to ~24 hours for the data to populate. It’s not immediate like error telemetry is. While having faster populate times (e.g. 5 minutes) would be a lot more convenient, we have to remember this is a “free” (paid for by our revenue taxes) service being provided by Roblox’s infra for all developers. Understandably there’s going to be slower processing times due to the sheer volume of people utilizing the service.
It’d be cool if we could pay a subscription (e.g. $5 - $10 a month or something) to be put into a higher priority processing queue for faster results.
Yep we noticed this, just wanted an estimate to how long it may take for funnels to start showing up, so we weren’t sitting on the screen for hours haha
Regarding this, how are we able to include player’s current balances?
What measures are in place to ensure success of events being recorded? Is this something we may have to implement ourselves (e.g. a pcall with retrying logic)?
I’m pretty sure their current wallet balance is just worked out as an average of information sent from source/sink events, with each report you have to send in their ending wallet balance as well.