levelFailed
Category: Progression
When it fires — When the level attempt fails (e.g. out of moves, time up, life lost). Fires on every failure moment within the session. If the player chooses to continue, levelContinued fires next and the session stays open. Otherwise, this event closes the session.
Fields
LevelNumber
Type: int · Required: Yes · Example: 1
Level number within the main progression.
LevelSessionId
Type: string · Required: Yes · Example: df4228b1-23f9-489d-8e1a-d8c723fc2731
The session identifier from the matching levelStarted.
LevelSecondsPlayed
Type: int · Required: Yes · Example: 261
Seconds spent actively playing this level session. Powers downstream session-duration metrics.
C# example
using TactileModules.TactileAnalyticsModule;
[TactileAnalytics.EventAttribute("levelFailed")][EventCategory("Progression")][EventDescription("Fired when the level attempt fails. May be followed by levelContinued, or close the session.")]public class LevelFailedEvent{ [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 LevelFailedEvent(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.levelAbandoned— Closes the session — player exited.levelContinued— Fires after this event when the player continues; the session then stays open.