Heatmap Analytics
Source ... A heatmap on your own level shows this right away, so you know where to look and what ... Everything runs on your computer and your own network. ... No internet connection needed.
by QInteract
Price History +
Requirements
- Unity 2022.3 LTS or newer, including Unity 6.
- Keep the project open in the Unity Editor while you playtest. The Editor stores the events.
- Test builds and the Editor on the same local network.
Sending events
- Builds send events over HTTP to port 49161 on the Editor's computer, at the address set in the settings asset.
- Events are sent in batches of 100, or every 5 seconds. Crash and low FPS events are sent right away.
- Each event stores the level, the game version and the platform, so you can filter by them later.
Where the data is stored
- One JSON file on your computer, outside your project:Windows: %LOCALAPPDATA%HeatmapAnalyticsheatmap-analytics.json
macOS: ~/Library/Application Support/HeatmapAnalytics/heatmap-analytics.json
Linux: ~/.config/HeatmapAnalytics/heatmap-analytics.json - Delete Events in the tool window clears it.
Source
- Full C# source included. No DLLs and no third-party packages.
Links
- Documentation: https://heatmap.qinteract.com/doc/ (the main docs)
- Support: contact@qinteract.com
Add an event with one line of code wherever something happens in your game. Play in the Editor, or run test builds on your network: the events go straight to the Editor. Then pick a level and an event, and press Render Heatmap to see the heatmap on top of your level.
Positions in a log file or a spreadsheet are hard to read. A list of coordinates does not show where events pile up, or which areas of a level nobody reaches. A heatmap on your own level shows this right away, so you know where to look and what to change.
Everything runs on your computer and your own network. Events are not sent to any other service.
What you get
- Add events with one line of code: HeatmapAnalytics.Instance.AddSpatialEvent(EventTypes.Player_Killed, "Level_01", transform.position);
- Three visualization styles: Grid, Spheres and Bars.
- A colour scale from blue (few events) to red (many events). You can add your own colour gradients.
- A direction for every event, shown as arrows on the heatmap.
- Filters by level, event type, game version and platform.
- Load only the area you need, with a box you resize in the scene.
- Two built-in trackers: Low FPS (where the frame rate drops) and Game Crash (the last position before a crash).
- Events that are not sent yet when the game closes are kept and sent at the next launch.
Playtest on your network
- No internet connection needed.
- A small server runs inside the Unity Editor on port 49161. There is nothing else to install.
- Playtest on a phone or a second PC. The events go straight to the Unity Editor, over your local network. Set your computer's IP address once in the settings asset.
- Events are stored on your computer, outside your project, so they are never committed to source control.
How it works
- Open Tools > HeatmapAnalytics > Heatmap Manager.
- Add your event types in the settings asset.
- Drag the HeatmapAnalytics prefab into your first scene, and set the player, camera and level.
- Call AddSpatialEvent from your game code.
- Play, then press Render Heatmap.
Documentation: https://heatmap.qinteract.com/doc/