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Unity analytics liveops

Skill tea-x-random/unity-game-skills/skills/unity-analytics-liveops

Claude Agent Skills for building casual iOS games in Unity 6 — orchestration, MCP Editor control, generative 2D/3D/audio assets, graphics, UI, monetization, QA & release.

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npx -y skills add tea-x-random/unity-game-skills --skill unity-analytics-liveops

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Instrument, measure, and live-tune Unity iOS games. Use for D1/D7/D30 retention, session and onboarding funnels, ARPDAU/ad-ARPDAU, IAP and rewarded-ad conversion, KPIs, soft launches, remote config, feature flags, A/B experiments, difficulty/paywall/ad-cadence tuning, crash reporting, attribution, ATT, SKAdNetwork/AdAttributionKit conversion values, privacy manifests, Unity Gaming Services Analytics, GameAnalytics, Firebase, Crashlytics, or Unity Cloud Diagnostics. Pair with unity-monetization, unity-gameplay-systems, and unity-qa-release so product changes are driven by measured retention and revenue rather than fixed guesses.

SKILL.md

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Unity analytics & liveops

The levers that turn a playable casual game into a retentive and monetizable one are mostly measurement and iteration, not more features. A game ships, you watch D1/D7/D30 retention and ARPDAU, and you tune the difficulty curve, onboarding, and ad cadence against real numbers. This skill covers how to instrument that loop in a Unity casual iOS game and how to act on it.

You cannot improve what you do not measure. Retention is largely set before user acquisition — by whether players find the fun, get guided to it, and hit low onboarding friction (Solsten — D1/D7/D30 retention). Instrument the first session first.

Doctrine

  1. Instrument before you tune. Don't guess at difficulty or ad frequency — wire analytics, ship a soft launch, read the funnel, then change one thing.
  2. Gate tunables behind remote config. Difficulty constants, ad cadence, onboarding variants, and paywall copy should be server-driven so you can change them without an App Store resubmission (review takes days; a config flip is instant).
  3. Change one variable at a time (A/B). Attribute a retention/ARPDAU move to a single change or you learn nothing.
  4. Measure ad frequency against retention + ARPDAU. Over-serving ads hurts BOTH retention and eCPM, so "more ads ≠ more revenue" (Tap-Nation — hybrid-casual KPIs). Tune cadence empirically; do not hardcode a "correct" number.
  5. Privacy is a build gate on iOS. Every analytics/attribution SDK adds data-collection that must be declared in the privacy manifest and respect ATT. Wire this with unity-qa-release, not as an afterthought.

What to measure (the casual KPI set)

Wire these events/metrics from day one. Benchmarks are targets to converge toward, not guarantees.

MetricWhy it mattersHybrid-casual reference
D1 / D7 / D30 retentionThe core health signal; set pre-acquisitionD7 ~20%, D30 ~10% (hypercasual D30 ≈ 0) (Gamigion 2025)
Onboarding / first-session funnelWhere new players drop before "the fun"Instrument each step; find-the-fun is the #1 D1 lever
Session length & sessions/dayEngagement depthTrack trend, not an absolute
ARPDAU (total)Revenue health per active userCompare across A/B arms
Ad ARPDAU + impressions/DAUAd-revenue intensity vs. fatigueWatch retention as you raise frequency
IAP conversion %Share of payersOnly ~1.8% of F2P players ever buy IAP (Game Growth Advisor) — so hybrid (ads + IAP) is the default model
Rewarded engagement (opt-in rate, completions/DAU)Rewarded video is the core casual formatHighest-eCPM format; design natural rewarded placements (TopOn H1 2025)

Treat published eCPM dollar figures and "X ads per session" rules as unreliable — they vary by quarter, geo, network, and report scope. Measure your own.

Pick your stack (one each, don't double-count)

For a Unity casual iOS game, choose one analytics + one crash + one remote-config/A-B provider and avoid wiring two analytics SDKs that double-count sessions.

See references/sdk-integration.md for Unity import, asmdef/EDM4U, and iOS wiring notes.

Remote config + A/B workflow

  1. Externalize tunables. Move difficulty constants, ad-cadence parameters (the values consumed by unity-monetization's cadence policy), onboarding flags, and paywall strings out of code into remote config keys with safe in-code defaults (so the game works offline / before first fetch).
  2. Fetch early, apply safely. Fetch on launch; fall back to the bundled defaults if the fetch fails. Never block the first session on a network call.
  3. Run one experiment at a time. Define a hypothesis ("variant B's gentler early difficulty raises D1"), split users server-side, and read the one KPI it should move. Keep a holdout.
  4. Promote or kill. Roll the winning arm to 100% via config; no client update needed.

Soft-launch before global

Validate retention and ARPDAU in a small, representative geo before scaling user acquisition:

  1. Ship to a limited region with full analytics wired.
  2. Read D1/D7, onboarding funnel, ARPDAU, and crash-free rate.
  3. Fix the biggest funnel drop and the biggest retention leak first (usually onboarding / find-the-fun), tuning via remote config where possible.
  4. Only scale UA once retention clears your bar — acquiring users for a leaky funnel burns spend.

iOS measurement specifics

  • ATT prompt timing. Show the App Tracking Transparency prompt at a sensible moment (after the player has seen value), with a clear pre-prompt. Opt-in is low on iOS, which has shifted ad revenue toward Android — so don't depend on IDFA-based measurement (Tenjin 2026).
  • SKAdNetwork / AdAttributionKit. Configure conversion values to encode early-funnel signal (e.g. tutorial complete, first purchase) for privacy-preserving install attribution. Your attribution SDK handles the postbacks; you choose what the conversion values mean.
  • Privacy manifest. Each analytics/attribution SDK collects data that must be declared in PrivacyInfo.xcprivacy (data types + required-reason APIs). Coordinate with unity-qa-release › App Store readiness; a missing declaration is an App Store rejection.

Where this sits

  • unity-monetization owns ad/IAP wiring; this skill measures whether that wiring is actually earning without hurting retention, and feeds the ad-cadence policy real numbers.
  • unity-gameplay-systems builds onboarding / the core loop; instrument its first-session funnel here.
  • unity-qa-release owns the privacy manifest, ATT, and store submission; analytics SDKs add requirements there.
  • unity-game-director sets the retention/monetization targets this skill measures against.

Field notes & lessons

  • Retention is set before acquisition — the first-session onboarding funnel is the highest-leverage thing to instrument; fix the biggest drop before adding features.
  • "More ads ≠ more revenue": raising ad frequency past a point lowers both retention and eCPM, so the right cadence is the one your ARPDAU-vs-retention data supports, not a number copied from a blog.
  • Keep every tunable that you might want to change after launch behind remote config with a safe default — App Store review latency makes client-side constants expensive to fix.
  • Wire privacy-manifest disclosures the moment you add an analytics/attribution SDK, not at submission time, or the iOS build gets rejected late.

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