From The Blog: New Flurry Analytics plugin now available

flurrybannerCorona Labs is pleased to announce the availability of the new Flurry Analytics plugin. Flurry is a popular analytics tool for measuring the actions users take in your app. It can also tell you how much time people spend doing tasks and record errors that occur. Armed with this data, you can improve how your app flows and provide a better experience to your users.

If you are migrating from the previous Flurry plugin, there are a few things to be aware of. Everything is covered in our migration guide, but most importantly:

  • You need to update your build.settings file and change the plugin provider from ["CoronaProvider.analytics.flurry"] to ["plugin.flurry.analytics"].
  • For Android users, the ["plugin.google.play.services"] plugin must now be included. Previously you were required to use the Google Play Game Services plugin (["CoronaProvider.gameNetwork.google"]). Note that if you are using any ad provider plugins on Android, you may already have this additional plugin included.

Other important additions to this plugin include a required listener function for analyticsRequest events, specified as part of the flurryAnalytics.init() call. You can also enable crash analytics and set logging levels in the same function. Finally, new functions have been added to measure timed events — see flurryAnalytics.startTimedEvent() and flurryAnalytics.endTimedEvent().

If you are new to Flurry, you will need to sign up here and get an API key. Once you’re registered, you can use the same site to see your app’s statistics as they are collected.

The complete documentation for the Flurry Analytics plugin can be found here.

Want to discuss further? Please join us in the Corona forums.

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Looks like it doesn’t support Apple TV yet? Do you know if this is in the pipeline? As far as I can tell there isn’t any analytics tracking supported by Corona for tvos which is a major blocker for releasing on that platform, is that correct?

They have to make an SDK for tvOS and I don’t believe they do.

If you need analytics in a tvOS game I would suggest you google or forum search for the pure Lua Google Analytics implementation that someone did. It’s based on their REST api and I think works pretty well.

Rob

Rob, why do we need to include “plugin.google.play.services” when we want to use the Flurry plugin ? 

thanks

Nick

All Ad and analytics plugins needs a unique ID to trad devices. Since both Apple and Google have prevented access to device ID’s and came up with "Advertiser ID"s to use, these plugin’s need to access that value. Google decided to build that API call into their Google Play library.

Our plugins need plugin.google.play.services to get to that advertiser id.

Rob

Ok, I understand, but just to be sure, this is new with the new version of the Flurry plugin right ? Because we did not need to do that in with the previous version of Flurry.

Yes.

I major problem with the update. It’s don’t happen every time but often. When the user don’t have internet the game crash. A week ago I never had the problem

Does it always happen when you don’t have Internet?

Are you getting a specific error?

Is there any additional information in the device’s console log? (use adb logcat on Android devices, Xcode’s “Devices” option for iOS)

Thanks

Rob

It’s only happen when we don’t have internet. But not always when we don’t have internet. I think it happen when the phone havzen’t download the plugin and don’t have internet.

I have no specific error. I only have runtime error. annitycs nil value (my value whose equal to require(…)

On simulator I don’t know if it happen because plugins never work on. I never try on IOS.

The build you install on your device has the plugin code already in it. Plugins are downloaded at build time.

If you are getting a run time error, it would be nice to see that error. Also in your console log is likely to be more information around the error that will be useful.  Please see:
 

http://docs.coronalabs.com/guide/basics/debugging/index.html

Thanks

Rob

Sorry I have totaly remove all the code of Flurry the bug where fatal on the download.

Now I use my own server and I send all my value and information with request POST. It work well it 's take me more time to display stat. But I can return more value and get all information I want because with flurry I am limit on number of event and when I want to do stat with them I had to export in csv.

After reflexion. I annalyse the problem and i think problem is the plugin don’t work on device with jdk6.

analytics =require( “plugin.flurry.analytics” ) return nil.

 

 

 

I don’t know how run flurry with jdk6, I add a condition for analytics and it work well.

if (system.getInfo("androidApiLevel")\>=18) then

The problem appear again but it’s quite strange because before my last build (sunday at 8pm (french hour)) it work properly and with this build it produce an error when I use the plugin on android.

 

I build today (11 may 2016) and I have no problem. My code haven’t change.

 

Thanks

Rémi

Looks like it doesn’t support Apple TV yet? Do you know if this is in the pipeline? As far as I can tell there isn’t any analytics tracking supported by Corona for tvos which is a major blocker for releasing on that platform, is that correct?

They have to make an SDK for tvOS and I don’t believe they do.

If you need analytics in a tvOS game I would suggest you google or forum search for the pure Lua Google Analytics implementation that someone did. It’s based on their REST api and I think works pretty well.

Rob

Rob, why do we need to include “plugin.google.play.services” when we want to use the Flurry plugin ? 

thanks

Nick

All Ad and analytics plugins needs a unique ID to trad devices. Since both Apple and Google have prevented access to device ID’s and came up with "Advertiser ID"s to use, these plugin’s need to access that value. Google decided to build that API call into their Google Play library.

Our plugins need plugin.google.play.services to get to that advertiser id.

Rob

Ok, I understand, but just to be sure, this is new with the new version of the Flurry plugin right ? Because we did not need to do that in with the previous version of Flurry.

Yes.

I major problem with the update. It’s don’t happen every time but often. When the user don’t have internet the game crash. A week ago I never had the problem

Does it always happen when you don’t have Internet?

Are you getting a specific error?

Is there any additional information in the device’s console log? (use adb logcat on Android devices, Xcode’s “Devices” option for iOS)

Thanks

Rob