What it gives you
- Auto-instrumenting clients for Roblox (Lua), Unity (C#), and Steamworks / Unreal / custom (C++). Sessions, purchases (via MarketplaceService / Unity IAP), performance, and crashes are captured with little or no manual code.
- Dashboards: DAU/WAU/MAU, playtime, revenue/ARPDAU, geographic breakdown, retention matrix, FPS histograms, and crash signatures.
- Event Explorer, Funnels, Segments (DSL builder) for ad-hoc analysis.
- A/B Experiments with deterministic variant assignment and built-in significance testing.
- Data export of raw events to your own S3 bucket (Scale+).
Getting a key
- Go to
/sdk/onboarding— link your first game (platform + game id), mint an API key (rk_live_…), and watch for your first event. - Or, on Roblox, install the Studio plugin and click Activate — it mints the key and drops the SDK module in for you.
Sending events
Events POST in batches to/api/sdk/events with your key in X-API-Key:
- Idempotency — a duplicate
event_idwithin 24h is silently deduped. - Schema validation — each
typehas a required payload; mismatches are rejected (422). - PII guard — payloads containing email / phone / SSN / credit-card-shaped keys or values (at any nesting depth) are rejected (
422). - Game scope —
(platform, game_id)must be linked to your team. - Quota — monthly event quota is enforced per plan; over-quota returns
429withRetry-After.
Plans
The SDK is metered separately from your analytics product plan — see Plans & Pricing → Multiplatform SDK plans. Free starts at 10K events/mo and 1 game; A/B testing and data export unlock at Scale.Supported engines
All three clients carry parity for ad impressions, performance, crash/error
tracking, and A/B variant fetch (
getVariant / GetVariantAsync / get_variant).
