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().
A session replay shows you one player. Traced shows you a thousand at once — aggregated, drawn on your map, and ready for the debrief.
Aggregated paths and dwell time, rendered over your real level geometry. See the corner nobody walks into.
DBSCAN density spheres and Catmull-Rom flow curves, hue-ramped cold to warm. Two engines, one scene.
Point, oriented, pair, volume, frustum, trail. Each maps to a primitive in the renderer — no shoehorning.
See exactly where, and at what percent, players quit — per zone, per build. The failures jump out in red.
Designers don't need Unity. Snapshot URLs carry filter state. Projector-ready for the playtest debrief.
Init in Awake, TrackEvent from gameplay. Batching, gzip, and offline retry are handled. Zero frame cost.
Scrub the timeline and watch density bloom across the level. Filter by outcome — show only the players who quit.
Every test session, one square a day. Hover for sessions, score, and playtime.
Init in Awake, TrackEvent from gameplay you already fire. Traced handles batching, gzip, and offline retry. You handle the game.
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.”
Drop in the SDK tonight. The heatmap fills up by morning.