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Events

Events let you better understand what players are doing and can be useful for putting together a timeline of events for debugging.

Tracking

To track an event, simply call Talo.events.track() with an event name like "Level up". You can optionally attach properties to events by passing a dictionary to the function call:

level_up_button.gd
extends Button

var level = 1

func _on_pressed() -> void:
level += 1

Talo.events.track("Level up", {
"New level": level
})

Flushing

Events are sent off in batches to prevent issues around rate limiting or using too much of your player's bandwidth. You can manually call Talo.events.flush() to send off the events currently waiting in the queue. Flushing also happens automatically when:

  1. The game loses focus
  2. The game is paused
  3. The game is closed

Meta props

Talo sends through some extra props with each event. These props are made up of the following metadata:

  • The player's operating system
  • The version of the game
  • The window mode (fullscreen, fullscreen windowed, maximized window or windowed)
  • The width of the game window
  • The height of the game window

These properties are then attached as props to the player, providing you with extra tools for debugging possible bugs and configurations where they appear.