Supported & Recommended Event List

All events that are ready-to-go on Coda SDK and custom events that can be useful for analysis and optimisation

Game Event Management Module is responsible for handling all game events that are defined by the developer. We have predefined Game Event Types like level start but you can define Custom Core Game Events or Custom Tracking Events. By using this module you can subscribe to a Game Event and then you can dispatch that Game Event on proper location in your game code and then your subscribed callbacks will be notified and called. This Module is also being used for Analytics Management Module for getting notified about the events to be tracked. So If you do not dispatch a game event on proper location it will not be tracked. Every game event has a parameter of string array which can be parsed to certain strong types before we can send them to tracking platform or before you can use them in your game code. There is no remote config or context settings for this module.

Here is the list of automatically tracked events

Event

Level Started
This event will be tracked when developers call the StartLevel integration event.

Level Passed
This event will be tracked when developers call the FinishLevel integration event with the success parameter set to true.

Level Failed
This event will be tracked when developers call the FinishLevel integration event with the success parameter set to false.

Level Progress
This event will be tracked when developers call the TrackLevelProgress integration event.

Custom Event
This event will be tracked when developers call the NewTrackingEvent integration event.

Consent Settings Button Clicked
This event will be called when a player clicks the consent settings button.

Consent Popup Opened
This event will be tracked automatically when Coda Consent Dialog has been opened.

Rewarded Ad Requested
This event will be tracked automatically when Coda SDK makes a request for a rewarded video ad to Mopub.

Rewarded Ad Loaded
This event will be tracked automatically when Mopub's response to a rewarded ad request has resulted in success.

Rewarded Ad Failed
This event will be tracked automatically when Mopub's response to a rewarded ad request has resulted in an error.

Rewarded Ad Triggered
This event will be tracked automatically when a player triggers a rewarded ad. ShowRewardedAd function of the Advertisement Module is being listened to.

Rewarded Ad Impression
This event will be tracked automatically when a rewarded ad impression event has been received from Mopub.

Rewarded Ad Clicked
This event will be tracked automatically when the player clicks on a rewarded ad video.

Rewarded Ad Reward
This event will be tracked automatically when the player watches a rewarded ad until the end earns the reward that was promised.

Rewarded Ad Dismissed
This event will be tracked automatically when the player dismisses a rewarded ad by clicking the close button of the ad. Not that dismiss event is being tracked regardless of the ad is fully or partially watched.

Interstitial Ad Requested
This event will be tracked automatically when Coda SDK makes a request for an interstitial video ad to Mopub.

InterstitialAdLoaded
This event will be tracked automatically when Mopub's response to an interstitial ad request has resulted in success.

Interstitial Ad Failed
This event will be tracked automatically when Mopub's response to an interstitial ad request has resulted in an error.

Interstitial Ad Triggered
This event will be tracked automatically when a player triggers an interstitial ad. ShowInterstitialAd function of the Advertisement Module is being listened to.

Interstitial Ad Impression
This event will be tracked automatically when an interstitial ad impression event has been received from Mopub.

Interstitial Ad Clicked
This event will be tracked automatically when the player clicks on an interstitial ad video.

Interstitial Ad Dismissed
This event will be tracked automatically when the player dismisses an interstitial ad by clicking the close button of the ad. Not that dismiss event is being tracked regardless of the ad is fully or partially watched.

BannerAdRequested
This event will be tracked automatically when Coda SDK makes a request for a banner ad to Mopub.

BannerAdLoaded
This event will be tracked automatically when Mopub's response to a banner ad request has resulted in success.

BannerAdFailed
This event will be tracked automatically when Mopub's response to a banner ad request has resulted in an error.

BannerImpression
This event will be tracked automatically when a banner ad impression event has been received from Mopub.

BannerClicked
This event will be tracked automatically when the player clicks on a banner ad.

Session Started
This event will be tracked automatically when a new session has been started.

Session Ended
This event will be tracked automatically when a session was ended. A session ends if it was paused for more than 10 minutes.

Session Paused
This event will be tracked automatically when a session was paused. Closing or moving an app to the background will trigger a session paused event. Note that when a video ad is being shown session will be paused.

Session Continued
This event will be tracked automatically when a session was continued. Opening or focusing an app will trigger a session continued event. Note that when coming back from a video ad a session will be continued.

Notification_Callback
Notification callback dispatched when user taps on notification to launch the app.

Notification_Scheduled
Notification scheduled dispatched when notification is scheduled. AKA when app is backgrounded or killed.

Notification_Status
Notification status dispatches when sdk is started and tells us if notifications are enabled or disabled on the device.

Here is the list of integration events that developers required to place inside their code for certain tracking events to work

Event

Description

NewTrackingEvent

NewTrackingEvent(string eventID, List parameters)

this can be used for custom core game events like a crash happened etc.. event type should be given thru event data.

StartLevel

StartLevel(int currentLevel, int playerCoins, string[] args = null)

Call this function whenever the player starts into a new level.

FinishLevel

FinishLevel(bool levelSuccess, int currentLevel, int playerCoins, float levelProgressRatio = 1f, string[] args = null)

Call this function whenever the player finishes into a new level.

SetLevelProgress

SetLevelProgress(int currentLevel, float levelProgressRatio = 1f, string[] args = null)

Call this function whenever a player's progression for a level is changed. Setting level progression ratio to 1 means level is finished and to 0 means level is just started.

TrackLevelProgress

TrackLevelProgress(int currentLevel, float levelProgressRatio = 1f, string[] args = null)

Call this function when you want to track a certain key progression in a game.

SkipLevelRewardApplied

SkipLevelRewardApplied()

Call this function when a player skips a level by watching a rewarded ad video.

ContinuePlayingRewardApplied

ContinuePlayingRewardApplied()

Call this function when a player continues a level by watching a rewarded ad video.


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