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The in-game tracking code is required to track conversions to installs. The in-game tracking code is available for several popular platforms and is easy to adjust to your own needs. Usually, it takes just a few minutes to set everything up.

An important step is to take into account that you only want to execute the in-game tracking code for new users. Existing users do not need to be attributed to a source, since they were already playing the game before you started your campaign on Steam Data Suite.

The easiest way to execute the in-game tracking code for new users only is to check for save files. On first run, simply check if there is a save file available. If so, then this user has already played your game and the in-game tracking code should not execute. The specific way of checking for a new user is dependent on your game.

Supported platforms

The in-game tracking code is available is a number of popular game platforms. And we also supply a pseudo-code example in case you use a different engine. Implementing the in-game tracking code usually takes about 15 minutes. Below is a list of supported platforms:

  1. Unity
  2. Unreal
  3. GameMaker
  4. Flash / Adobe Air
  5. Javascript
  6. For other platforms, you can use the example code below to create your own implementation.

Example code

Be sure to only run the SendAttribution function for new users only. For example, this can be done by checking if there is no save file available.

				
					# Import a library that enables http posts
import library http

# Local storage/save file initially
var attribution_done = False

# Central script
class SendAttribution():
	try:
		response = http.send_http_post( 'http://steam.gs/ca/GAMEKEY' )
		if response.content.length > 0:
			attribution_done = True
			# Optional: Feed your in-game analytics tool the campaign values of the user

# On game start, after loading local storage
if attribution_done == False:
	SendAttribution()
				
			

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