尚未偵測到更新。GitHub 發布版本後會顯示在這裡。
官方 Godot 4 SDK,提供 Ravensight 玩家分析功能。支援批次事件追蹤、離線佇列、會話管理、緊急關閉開關,以及玩家回饋,全部整合於單一自動載入。
AI 翻譯
Official Godot 4 SDK for Ravensight player analytics. Batched event tracking, offline queue, sessions, kill switch, and player feedback in one autoload.
正在載入完整 README。 以下為已儲存的摘錄。
Official Godot 4 SDK for Ravensight: player
analytics for indie games. One autoload script gives your game:檢視完整 README ↗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 |
以上為 README 的開頭部分。其餘內容請閱讀原文。 檢視完整 README ↗
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. |