levelStarted
Category: Progression
When it fires — At the beginning of every level session, both fresh plays and retries. This event marks the start of a new level session; it must be paired with a closing event (levelCompleted, levelFailed, or levelAbandoned) carrying the same LevelSessionId.
Fields
LevelNumber
Type: int · Required: Yes · Example: 17
Level number within the main progression.
LevelSessionId
Type: string · Required: Yes · Example: b1f4888f-aec5-487e-bec5-328c6c95e1b5
Unique identifier for the level session. Generate a fresh GUID at session start and reuse it on every event tied to that session.
C# example
using TactileModules.TactileAnalyticsModule;
[TactileAnalytics.EventAttribute("levelStarted")][EventCategory("Progression")][EventDescription("Fired when a level starts with a fresh board (from play or retry). Marks the beginning of a new LevelSession.")]public class LevelStartedEvent{ [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; }
public LevelStartedEvent(int levelNumber, string levelSessionId) { this.LevelNumber = levelNumber; this.LevelSessionId = levelSessionId; }}Logging it
var levelSessionId = System.Guid.NewGuid().ToString();analytics.LogEvent(new LevelStartedEvent(levelNumber: 17, levelSessionId: levelSessionId));See also
levelCompleted— Closes the session — player won.levelFailed— Fires on each failure during the session.levelAbandoned— Closes the session — player exited.levelContinued— Fires after eachlevelFailedwhen the player continues.