Spatial analytics for 3D games

Videos show you one player. Logs show you numbers. Traced shows you your world.

Watch your whole player community move through your game — heatmaps, path flow, and session replays rendered inside your actual 3D levels. One call: Traced.TrackEvent().

Free tier · Unity 2022.3+ · First heatmap in minutes
traced.gg / arena-shooter / build #128 — Level 3: The Foundry● live · 1,204 sessions
Movement heatmap · first 90s
coldhot
Per-zone grade
TutorialS
The FoundryA
Boss arenaD
Standouts
Biggest drop-offPit ledge
Most revisitedAmmo cache
Avg session7m 12s
3D heatmaps
Over your real level
6 event shapes
Point to trail
2 engines
Density + flow
Web viewer
No Unity needed
What you get

Stop guessing why players quit.

A session replay shows you one player. Traced shows you a thousand at once — aggregated, drawn on your map, and ready for the debrief.

Movement heatmaps

Aggregated paths and dwell time, rendered over your real level geometry. See the corner nobody walks into.

Density + flow engines

DBSCAN density spheres and Catmull-Rom flow curves, hue-ramped cold to warm. Two engines, one scene.

Six event shapes

Point, oriented, pair, volume, frustum, trail. Each maps to a primitive in the renderer — no shoehorning.

Drop-off, by zone

See exactly where, and at what percent, players quit — per zone, per build. The failures jump out in red.

Shareable web viewer

Designers don't need Unity. Snapshot URLs carry filter state. Projector-ready for the playtest debrief.

Drop-in SDK

Init in Awake, TrackEvent from gameplay. Batching, gzip, and offline retry are handled. Zero frame cost.

The dashboard

It reads like a stats page, not a spreadsheet.

Spatial view

Every path, on your map

Scrub the timeline and watch density bloom across the level. Filter by outcome — show only the players who quit.

Activity

Playtest streaks

Every test session, one square a day. Hover for sessions, score, and playtime.

Per-zone grades

S to D, at a glance

STutorial
AThe Foundry
BVents
DBoss arena
Setup

Three calls. Zero overhead.

Init in Awake, TrackEvent from gameplay you already fire. Traced handles batching, gzip, and offline retry. You handle the game.

PlayerTracker.cs
using Traced;

void Awake() {
  Traced.Init(config);
}

void OnPlayerDied(Player p) {
  Traced.TrackEvent(
    "death",
    p.transform.position,
    p.transform.rotation
  );
}
“We shipped a level we were sure was great. Traced showed 62% of players never found the exit. Fixed it in a day.”
Maya OkaforSolo dev · Hollow Signal (Quest)

Find the room
where players quit.

Drop in the SDK tonight. The heatmap fills up by morning.