roblox-analytics
Use when tracking player behavior, economy events, or funnels with AnalyticsService, including event taxonomy, rate limits, and batching.
By tabooharmony · 552 installs
npx skills add tabooharmony/roblox-brain --skill roblox-analytics
Source repository · Upstream listing
Roblox Analytics Reference
When to Load
Load when tracking player behavior, economy events, or funnels, or when building AnalyticsService instrumentation.
Quick Reference
Full Reference below: load only for API signatures or implementation patterns.
Key rules:
Use AnalyticsService (built in). No third party analytics SDK needed.
Three event types: Custom (counters/values), Economy (currency flow), Funnel (step progression)
Rate limit: 120 + (20 × CCU) calls per minute. Batch where possible.
Max 100 custom events, 5 unique currency types, 10 funnels, 3 custom fields per event.
Log events AFTER successful operations, not on attempt. Failed attempts log nothing.
Report the balance the authoritative mutation RETURNED at commit, unchanged. Never recompute it from the leaderstats replica: it already reflects the grant; re adding double counts.
Custom fields (up to 3) slice data without burning event cardinality.
Economy events track sources (earned) and sinks (spent) separately.
Funnel steps need not fire in order; skipped intermediate steps are auto back filled as completed when a later step logs.
Events appear on Creator Hub dashboard after ~24 hours. Use "View Events" for real time validation.
Prefer server side logging for accuracy; client side only for UI interaction tracking.
Creator Rewards: no AnalyticsService grant event. Analytics for leading indicators (session duration, onboarding, referral milestones); Creator Dashboard for payout attribution.
Economy health (decision layer):
Instrument from day one; you cannot backfill history when the economy breaks.
Log source AND sink per currency with SKUs + the committed mutation's returned balance.
Health signals: sink/source ratio, inflation ( CurrencySources CurrencySinks ), whale concentration (high ARPPU + low ARPDAU), price elasticity, sink sufficiency, D1/D7 cohorts. Thresholds are heuristics, not Roblox statements.
Economy breaks: verify events exist + correct, read narrowest broken signal, change ONE lever, re check. Telemetry reports what broke; the user owns the design decision.
Cross refs: roblox growth design for audit workflow; roblox monetization for the purchase funnel.
Need more detail? Load references/full.md for the complete reference with code examples, API tables, and edge cases.