What Traced looks like in real teams.
Traced is intentionally engine-agnostic about what kind of 3D app you're building. Here's how four different team types use it.
For game studios
Multiplayer shooters, VR arena games, anything with combat in a contested space. The questions that matter:
- Where do players die? → fire
deathevents on respawn. Death Heatmap exposes choke points and bad sightlines. - Where are kills happening? → fire
killevents from the shooter. Compared to deaths, kill clusters reveal advantageous positions. - What weapons dominate at each position? → metadata
{ "weapon": "sniper" }on everydeath. The recent-events table filter shows weapon distribution by area. - Did our rebalance work? → segment by
build_versionin session context. Compare arena_01 v1.3 vs v1.4. - Are we spawn-camping? → fire both
spawnandkill. Density overlay of the two shows kill clusters near spawn points.
For VR / AR training simulations
Procedural training (factory floor, surgery, fire response), assessment scenarios, compliance walkthroughs. The questions that matter:
- What do trainees actually look at? → fire
sight_checkfrustum events tied to head transform. View cones in the dashboard show where attention pooled. - Where do they freeze? → fire
area_entered+area_exitedand emit astuckpoint if dwell time exceeds a threshold. - Did they touch the hazard? →
TrackVolumeon every hazard interaction, with metadata{ "severity": "critical" }. - Did they take the right path? → continuous
TrackPosition+ Path Flow visualization. Outliers from the intended route are immediately visible. - Compliance retention? → Studio tier offers custom retention windows. Per-trainee data can be exported via the API for archival.
For level designers
Sole purpose: validate your level geometry against what players actually do. Run an internal playtest:
- Wire
death,damage_dealt,pickup,area_enteredat minimum. - Set
build_version+mapin session context so you can compare iterations. - Run a 10-player session for an hour.
- Open Death Heatmap. Walk the level and ask: were those clusters intentional? If not, why are players ending up there?
- Compare against the level's intended flow — are players using the path you designed, or finding an unintended shortcut?
For QA and playtesting teams
Catch bugs that depend on where something happened:
- Repro a clip-through bug → fire
clipped_through_geometryevents from your collision detection. The cluster pinpoints the geometry seam. - Track NPC stuck-in-wall reports → AI controller fires
npc_stuckwith the NPC position. Repeat-offender locations cluster. - Identify performance hotspots → fire
perf_dropevents when frame time exceeds a threshold; correlate with player position. - Measure tutorial completion rates → fire
tutorial_step_nat each tutorial milestone. The Pickup Distribution template (or rather, any density report on these events) shows which steps players actually finish.
Beyond games
Traced runs on Unity coordinates. Any Unity-based product with a 3D scene can use it — VR fitness, location-based entertainment, architectural visualization with user tours, museum AR experiences. If your users move through 3D space and you want to know where, fire events and we'll cluster them.
Not a fit (yet)
- Non-Unity engines — Unreal, Godot, custom engines need their own SDK. On the roadmap; not built.
- Web-only games (Three.js / Babylon.js) — the wire format is engine-agnostic, but no client SDK ships for these yet.
- 2D-only games (top-down RPGs, side-scrollers) — you can fire 2D positions as
(x, 0, z)but you'll be paying for 3D rendering that doesn't earn its keep.
Want to discuss a specific use case? Email hello@traced.gg or join the beta.