Analytics: Track your off platform user acquisition with share links

Hi Creators!

Today, we’re excited to launch share links to help any creator track and grow your audience from off-platform channels (e.g., social media, websites, YouTube influencers).

Create unique share link(s) to your game

To create a link, visit the new Share Links tab in Creator Hub and tap Create Link. Enter a campaign name and select one of your experiences. Your link will be created in this format: https://www.roblox.com/join/uniqueid.

Example of creating a share link to an experience that you own

Link creation permissions are under Collaboration > Roles > Permissions in Creator Hub

After you create a link, you can share it on social, with influencers, and through other off-platform channels to track which channels are bringing in the most engaged players. You can also use custom LaunchData to create in-experience offers for those who join from a share link.

Track user analytics for each share link

On the new users funnel table of your acquisition page, you’ll see a new dropdown to see analytics for your share links. This table includes new metrics that’ll help you answer:

  • Users with qualified plays: How many new users are joining from each link?

  • 7 day playtime per user: Which links are bringing in users who engage the most?

  • D7 retention: Which links drive users that keep coming back?

  • 30 day revenue per user: Which links are attracting users who spend in-experience?

Example of New Users Funnel for share links

Get started with share links today

Here’s a recap of how to get started using share links:

  1. If an experience is owned by a group, please switch to that group first. Ask the group owner for link creation permission if you need it.

  2. Navigate to Share Links tab on your Creations page.

  3. Generate an unique share link to an experience you own.

  4. Share your link across social media, websites, or other platforms.

  5. Track new user funnel metrics on Acquisition dashboard for each link.

Have other questions? Drop them below, and we’d be happy to help.

112 Likes

This topic was automatically opened after 10 minutes.

Is there any possibility of this being implemented for UGC in the future? Currently it’s hard to rely on external marketing to drive traffic without any way to measure the effectiveness of such efforts, so as a result, I do not market on social media

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Wow , this is actually pretty good. I am sure that this will help people a lot , I will see what I can do with it .

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THANK YOU! :heart:

This has been needed for so long! Are there plans to allow short links for everything? Like profiles etc in the future?

Also, why can’t we delete them?

9 Likes

On the create link page, it seems to say I will get payouts from new users as I am apart of the affiliate program - though I never applied for this. Is this intentional?

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cant delete links :broken_heart:

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This is a bug, we are working on fixing it. You still need to apply to the Affiliate program to get payouts.

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Will definitely be using this. Super cool addition!

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I can see this helping devs and creators in so many different ways. Creators can see so much more information rather than just views of their video or short and where to improve their content.

4 Likes

Having some issues with launch data when I include special characters in the input.

ex. launchData as “Hello=World,”
Results in a share link URL with “launchData=Hello%253DWorld%252C”
Which is URL encoded twice. The first time I join my experience via the link, I appropriately got “Hello=World,”, while on my second time joining I end up with “Hello%3DWorld%2C” which has only been URL decoded once as opposed to twice. This is honestly what I would expect and I’m even surprised that it URL decoded twice the first time. Nothing has changed on my end and whether or not it URL decodes properly seems random. For good measure, I also URL encoded the launch data I provided to see what would happen and I believe the result was URL encoded three times as opposed to twice (meaning, the in game data was still only decoded once and would need to be decoded a further two more times).

Edit: If the roblox launcher is already open, it URL decodes twice and produces the correct launch data, otherwise it only URL decodes once

2 Likes

Cool! I like how we’re given a fair amount of data (and the ability to use LaunchData) for each link.

Are there any plans to track teleport acquisition sources? (which game/s players teleport to mine from) I think it would be quite useful for the same reason that this is.

2 Likes

I recently had to make a proprietary plugin/tool for this sort of deeplinking for a studio I work for; not only is this (Roblox version) native and already superior, but it also provides a lot more data and an organized view of campaigns.

For creator programs, it allows us to offer incentives proportionate to the data we see from the campaigns as well, so that’s a plus.

Great update! :smile: :+1:

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Encode your launchdata into Base64, then Base64 decode in game

This is a common issue with browsers, especially for those wanting to use JSON tables.

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I really appreciate it! :smiley: :smile: You are awesome!

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Until this day you could already share deeplinks to pull players into your experience with your own custom LaunchData, but this changes how links work.

If there’s an event, you can make one link, if you want to see analytics about players coming from YouTube, you can make another; and all of that under one experience. That makes it so powerful.

It’s time to generate some of the new share links and see all the details under one dashboards like you couldn’t before.
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2 Likes