Changing the prefab did the trick, though I still can't use events and logs :/ But in the end I really liked the simple layout of your admin panel and ease of use in unity class. What are your plans for "New (Awesome) Features" in premium membership ?
Hey I have Lumos integrated in an iOS app I'm working on but have yet to really set up all the analytics I need. Wanted to make sure of a few things because the deadline is tight and I want to mitigate risk.
-Have apps using Lumos had any trouble getting approved on the app store? Are there apps on the store using it?
-Are there any rules I should follow for gathering analytics? I know Apple is touchy about deviceInfo after some leaks.
An example of that second one -- I want to track user framerate in a way that identifies the device. Like avgFramerate_iPad2 and avgFramerate_iPad3 -- any insight on whether or not that'd be a problem?
I guess if I needed to, I could try to do it on an existing app I have and see if the update gets through.
Not yet, no. You can export all the logs into a CSV file, but not all the stats for the game. It's a feature we plan to add, but I can't promise a date.
Any way to see further back in the "New Players" graph? How can i export the whole graph, or at least all the values from it? If i do the image export i only get the current view. I think its very important to be able to export all of that data and not just the current window.
Thanks. Do you happen to know if Apple's default app EULA covers typical analytics? Seems to be enough from what I can tell,No games with Lumos installed have been rejected by Apple, nor do we believe there would be any reason to. There are indeed games on the App Store using Lumos. We turn off gathering system info (operating system, RAM, etc.) on iOS to comply with Apple's terms of service and we don't use the UDID for anything. It's hard to say how strict they are on gathering device info -- it's understandable why they might want to prevent the operating system from being reported, but it seems unlikely that having numbers on the device itself would be cause for concern. We encourage consulting Apple itself on this matter.
But I'm no lawyer. Guess I'm just curious if developers typically have to have a custom EULA when using analytics or not.b. Consent to Use of Data: You agree that Application Provider may collect and use technical data and related information, including but not limited to technical information about Your device, system and application software, and peripherals, that is gathered periodically to facilitate the provision of software updates, product support and other services to You (if any) related to the Licensed Application. Application Provider may use this information, as long as it is in a form that does not personally identify You, to improve its products or to provide services or technologies to You.
Apple's standard EULA: http://www.apple.com/legal/itunes/appstore/dev/stdeula/
I can't recall any games, using Lumos or otherwise, that present a custom EULA to users. Apple's standard EULA appears compatible with the information that we collect -- no personally identifiable data, and all for the purpose of identifying problems and improving your product. I'm confident that nothing we record conflicts with what the user has already agreed to, so I think you're fine.
Today I'm getting:
"You are trying to load data from a www stream which had the following error when downloading.
500 Internal Server Error" in the editor
From Lumos.Log("Response: " + www.text); in SendCoroutine in LumosWWW
edit: it also seems to cause crash (lldb) when running on device from xcode - disabling lumos script stops the crash
Thanks for letting us know, looks like there were a few glitches in back-end changes we deployed last night. It should be fixed now.
Unfortunately we can't promise release dates for new features at this time (not terribly useful for you I know, but we'd probably be wrong about any estimates anyway). We'll definitely make it known when new stuff ships.