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Official Godot 4 SDK for Ravensight player analytics. Batched event tracking, offline queue, sessions, kill switch, and player feedback in one autoload.
README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
Official Godot 4 SDK for Ravensight: player
analytics for indie games. One autoload script gives your game:README 전문 보기 ↗Official Godot 4 SDK for Ravensight: player analytics for indie games. One autoload script gives your game:
set_tracking_enabled(false) (saved) and reset_device_id()
for games that show their own consent or settings screen; no tracking
permission prompt needed. What your store label can say:
https://ravensight.io/docs/#privacy-labelVersion 0.3.0. See CHANGELOG.md for what changed. Shipping a build anyone can download? Read "Public builds" below.
Ravensight.gd into your project (e.g. res://addons/ravensight/).Ravensight.ingest_key (gt_live_..., from the Ravensight
dashboard) before Ravensight's _ready() runs: edit the default at the
top of Ravensight.gd, set it from an autoload listed above
Ravensight, or set the project setting ravensight/ingest_key. The
same goes for every option below. With no key the SDK is inert (see
"Public builds").The ingest key is publishable and safe to ship in your binary: it can open sessions, read the tracking kill switch and read this game's design suggestions. It cannot read analytics or feedback, or manage your account.
Ravensight.track_event("level_start", {"level": "level_3"})
Ravensight.track_event("player_died", {"level": "level_3", "cause": "spikes"})
Ravensight.submit_feedback("The boss feels unfair", "complaint", 2)
track_event() only queues. Events go out in batches of up to 50: 5 seconds
(flush_interval) after the first waiting event, at once when 50 are
waiting, on flush(), when the app goes to the background, and on quit.
It is safe to call from any autoload, even before Ravensight's own
_ready(): such events wait for the opt-out and kill switch checks.
| Option | Default | Notes |
|---|---|---|
api_url | https://api.ravensight.io | With or without /api/v1, with or without a trailing slash. Empty means the default. api_base() returns the normalised root. |
ingest_key | "" | Your game's publishable gt_live_ key, or a public gt_pub_ key. Empty falls back to the project setting ravensight/ingest_key; empty there too, the SDK is inert for the run. |
optional | false | true silences the one warning an inert start (no key) prints. |
consent | "opt_out" | "opt_in" sends nothing, and makes no device id, until set_tracking_enabled(true). See Public builds. |
distribution | "" | A short label for this build, such as "native-demo" or "web-itch", sent on the session. At most 40 characters, no control characters, otherwise not sent. |
game_version | 1.0.0 | Sent with every session. |
enabled | true | false turns the SDK off for this run: no request of any kind, nothing queued, no game_started, until set_enabled(true). Never saved. set_tracking_enabled() still saves the player's choice while it is false. |
max_queue_size | 500 | Unsent events kept, in memory and on disk, at most 500. The oldest are dropped first; this run's game_started is kept. |
flush_interval | 5.0 | Seconds an event waits so it can go out with others. 50 waiting events go at once. |
handle_quit | true | Take over the window close (and the Android back button when it quits) to send the last events, holding the quit at most 1.5 seconds. See Quitting. |
performance | false |
여기까지가 README 앞부분입니다. 나머지는 원문에서 읽을 수 있습니다. README 전문 보기 ↗
Opt in to one health event per session with frame rate, memory and boot time. See Typed events. |
error_capture | true | Automatic error capture on Godot 4.5 and later. false opts the game out. See Automatic error capture. |
session_timeout | 1800.0 | Android and iOS only: seconds in the background after which the session counts as over. See Automatic events. |