levelAbandoned
Category: Progression
When it fires — When the player exits a level session before it reaches a terminal state — for example, by tapping back to the map or backgrounding/closing the app mid-session — without completing or failing.
Fields
LevelNumber
Type: int · Required: Yes · Example: 176
Level number within the main progression.
LevelSessionId
Type: string · Required: Yes · Example: 079db175-5aca-4299-a996-692c8a2bcd0c
The session identifier from the matching levelStarted.
LevelSecondsPlayed
Type: int · Required: Yes · Example: 211
Seconds spent actively playing this level session. For abandons, this is the primary signal of how long the player engaged before disengaging.
C# example
using TactileModules.TactileAnalyticsModule;
[TactileAnalytics.EventAttribute("levelAbandoned")][EventCategory("Progression")][EventDescription("Fired when the player abandons a level session before reaching a final state (neither completed nor failed).")]public class LevelAbandonedEvent{ [EventPropertyDescription("Level number within the main progression.")] private TactileAnalytics.RequiredParam<int> LevelNumber { get; set; }
[EventPropertyDescription("Unique identifier of the level session.")] private TactileAnalytics.RequiredParam<string> LevelSessionId { get; set; }
[EventPropertyDescription("Seconds spent actively playing this level session.")] private TactileAnalytics.RequiredParam<int> LevelSecondsPlayed { get; set; }
public LevelAbandonedEvent(int levelNumber, string levelSessionId, int levelSecondsPlayed) { this.LevelNumber = levelNumber; this.LevelSessionId = levelSessionId; this.LevelSecondsPlayed = levelSecondsPlayed; }}See also
levelStarted— Opens the session.levelCompleted— Closes the session — player won.levelFailed— Fires on each failure during the session.levelContinued— Fires after eachlevelFailedwhen the player continues.