# roblox-analytics-liveops

Adopt this skill: https://proskills.md/skills/other/el4cteo-roblox-skills-skills-roblox-analytics-liveops

Page: https://proskills.md/skills/other/el4cteo-roblox-skills-skills-roblox-analytics-liveops
This document is the public skill bundle for that page. It contains SKILL.md and every helper file the catalog carries. No login is required.

## File: skills/roblox-analytics-liveops/SKILL.md
size: 7028
sha: 26ff04ea8a2656efe52d094c4cb5a20c3f2e3804
upstream: https://github.com/el4cteo/roblox-skills/blob/main/skills/roblox-analytics-liveops/SKILL.md

````text
---
name: roblox-analytics-liveops
description: Analytics and live ops - AnalyticsService economy/funnel/onboarding/progression/custom events, player segments, experience configs via ConfigService, A/B experiments, badges, experience notifications, timed events, daily rewards, season passes. Use when instrumenting a game, tuning economy or onboarding, running A/B tests or feature flags, or planning live events and re-engagement.
---

# Analytics and live operations

## Analytics events (server-side, `AnalyticsService`)

Standard events feed the Creator Hub dashboards automatically (economy, funnels, progression,
custom). The `Fire*` methods are deprecated; use the `Log*` family.

```luau
--!strict
local AnalyticsService = game:GetService("AnalyticsService")

local Analytics = {}

-- Currency sources and sinks → Economy dashboard.
function Analytics.coinsEarned(player: Player, amount: number, balance: number, source: string)
	AnalyticsService:LogEconomyEvent(
		player,
		Enum.AnalyticsEconomyFlowType.Source,
		"Coins", -- currency type
		amount,
		balance, -- ending balance
		Enum.AnalyticsEconomyTransactionType.Gameplay.Name, -- or a custom string like "QuestReward"
		source -- item SKU / source id
	)
end

function Analytics.itemBought(player: Player, price: number, balance: number, itemSku: string)
	AnalyticsService:LogEconomyEvent(
		player,
		Enum.AnalyticsEconomyFlowType.Sink,
		"Coins",
		price,
		balance,
		Enum.AnalyticsEconomyTransactionType.Shop.Name,
		itemSku
	)
end

-- First-session tutorial funnel (steps must be sequential, 1-based).
function Analytics.onboarding(player: Player, step: number, stepName: string)
	AnalyticsService:LogOnboardingFunnelStepEvent(player, step, stepName)
end

-- Recurring funnels (e.g. shop purchase flow); share a session id per attempt.
function Analytics.shopFunnel(player: Player, sessionId: string, step: number, stepName: string)
	AnalyticsService:LogFunnelStepEvent(player, "ShopPurchase", sessionId, step, stepName)
end

-- Level progression.
function Analytics.levelStarted(player: Player, level: number)
	AnalyticsService:LogProgressionStartEvent(player, "MainPath", level, `Level{level}`)
end
function Analytics.levelCompleted(player: Player, level: number)
	AnalyticsService:LogProgressionCompleteEvent(player, "MainPath", level, `Level{level}`)
end

-- Anything else: numeric custom events, sliced by up to 3 custom fields.
function Analytics.bossKilled(player: Player, bossId: string, seconds: number)
	AnalyticsService:LogCustomEvent(player, "BossKillTime", seconds, {
		[Enum.AnalyticsCustomFieldKeys.CustomField01.Name] = bossId,
	})
end

return Analytics
```

Guidelines:
- Log from the **server** (trustworthy, and required by these APIs). Keep event names and custom-field
  values low-cardinality (IDs of categories, not free text or user IDs).
- Economy events need accurate `endingBalance`; log every source and sink or the dashboard misleads.
- Design funnels before building features (onboarding steps, shop flow, first purchase).
- `AnalyticsService:GetPlayerSegmentsAsync(player)` returns segment info (payer status, account age in
  your game, ...) at runtime to tailor onboarding and offers — `pcall` it.

## Experience configs (live values without republishing)

Create configs in Creator Hub (or Open Cloud) — balance numbers, feature flags, event toggles — and read them
on the server with `ConfigService`. Published changes arrive in running servers.

```luau
--!strict
local ConfigService = game:GetService("ConfigService")

local ok, snapshot = pcall(function()
	return ConfigService:GetConfigAsync()
end)

local function get(key: string, default: any): any
	if not ok then
		return default
	end
	local value = snapshot:GetValue(key)
	return if value == nil then default else value
end

local bossHealth = get("bossHealth", 500)
print("boss health", bossHealth)

if ok then
	snapshot.UpdateAvailable:Connect(function()
		snapshot:Refresh() -- apply newly published values at a safe moment (e.g. between rounds)
		print("new boss health", get("bossHealth", 500))
	end)
end
```

- Always code a default: configs may fail to load.
- **Experiments / targeted configs** evaluate per player: use `ConfigService:GetConfigForPlayerAsync(player)`
  (`GetConfigAsync` ignores targeting). Experiments run 14–60 days, up to two variants plus control; pick a
  goal metric and respect the minimum detectable effect. Manage via Creator Hub or the Open Cloud
  experimentation API (`roblox-open-cloud`). **Early Harm Detection** shows near-real-time playtime, payer
  conversion, and ARPU (every 5 min) for the first 24 h — stop a harmful variant early.
- Studio testing: `ConfigService:SetTestingValue(key, value)` / `ClearTestingValue`.

## Badges

`BadgeService:AwardBadgeAsync(userId, badgeId)` (server, `pcall`; skip if `UserHasBadgeAsync` or
`CheckUserBadgesAsync` already says owned). `AwardBadge`/`UserHasBadge` are deprecated. Badges are
great onboarding and progression milestones and show on players' profiles.

## Experience notifications (re-engagement)

1. Ask players to opt in at a meaningful moment: `ExperienceNotificationService:CanPromptOptInAsync()` then
   `PromptOptIn()` (client).
2. Create notification strings in Creator Hub; send from your backend via Open Cloud
   `POST /cloud/v2/users/{userId}/notifications` (e.g. "your crops are ready", "event starts now").
   Notifications are rate-limited and moderated; send ones players value.

## Live-ops patterns

- **Timed events**: schedule with UTC timestamps in a config (`eventStart`, `eventEnd`); compare with
  `os.time()` on the server; broadcast state via attributes; clients show countdowns from
  `workspace:GetServerTimeNow()`.
- **Season pass / rotating shops**: rotation seed = `math.floor(os.time() / 86400)` for daily shops; store
  claimed rewards per season id in player data.
- **Daily rewards/streaks**: store `lastClaimDay` (UTC day number) and streak count; grant on the server.
- Ship content behind config flags, validate with a small rollout/experiment, then roll out to 100%.
- Watch Creator Hub dashboards: retention (D1/D7/D30), session length, conversion, ARPPU, funnels, and
  performance (crash rate, FPS, memory) after every release. Discovery impressions/plays use a new
  measurement pipeline from Oct 12, 2026 (higher counts, slightly lower play-through rate) — don't read the
  jump as a real change.
- **Before launch**: invite up to 10 friends or group members as early testers from the publish flow.
- **Player Support** (early access, age-checked 13+): add an in-game "report a problem" button that calls
  `SocialService:PromptFeedbackSubmissionAsync({ FeedbackType = Enum.FeedbackType.PlayerSupport })`
  (client, `pcall`); reports arrive with device info and screenshots in Creator Hub → Audience → Player Support.

## Related skills

`roblox-monetization` (offers, pricing), `roblox-data-stores` (streaks, season data),
`roblox-open-cloud` (configs/experiments/notifications APIs), `roblox-game-systems`.
````

## File: README.md
upstream: https://github.com/el4cteo/roblox-skills/blob/main/README.md

````text
<p align="center"><img src="assets/logo.svg" alt="Roblox Skills logo" width="128" height="128"></p>

# Roblox Skills for AI Agents

[![Validate](https://github.com/EL4CTEO/roblox-skills/actions/workflows/validate.yml/badge.svg)](https://github.com/EL4CTEO/roblox-skills/actions/workflows/validate.yml)
[![Release](https://img.shields.io/github/v/release/EL4CTEO/roblox-skills)](https://github.com/EL4CTEO/roblox-skills/releases)
[![License: MIT](https://img.shields.io/badge/License-MIT-blue.svg)](LICENSE)

23 [Agent Skills](https://agentskills.io) that keep AI agents' Roblox code current, secure, and
correct. They work with Claude Code, Codex, Cursor, OpenCode, Gemini CLI, GitHub Copilot, Windsurf,
Cline, Roo Code, Kiro, Goose, Amp, JetBrains Junie, and [many more](docs/agents.md), plus Roblox
Studio Assistant.

- **Current**: checked against Roblox's API reference (Studio 0.743, October 2026). No `wait()`,
  `BodyVelocity`, or legacy `Chat`.
- **Verified**: CI type-checks every Luau example against the Roblox API (strict mode, new type solver)
  and flags deprecated APIs. A weekly run catches new deprecations.
- **Efficient**: agents see only a short description per skill (~150 tokens) and load the full skill
  on demand.

## Install

**Claude Code**

```text
/plugin marketplace add EL4CTEO/roblox-skills
/plugin install roblox-skills@roblox-skills
```

**Any other agent** (needs Node.js)

```bash
npx skills add EL4CTEO/roblox-skills                            # choose agents interactively
npx skills add EL4CTEO/roblox-skills -a cursor -a windsurf -y   # or name them
```

**Without Node.js**

```bash
git clone https://github.com/EL4CTEO/roblox-skills.git && cd roblox-skills
./scripts/install.sh --project /path/to/game       # .agents/skills (Codex, Cursor, Gemini, Copilot, OpenCode, Amp, ...)
./scripts/install.sh --agent windsurf --global     # or claude, roo, kiro, goose, junie, qwen, ...
```

[docs/agents.md](docs/agents.md) lists every agent id and folder. Add `--link` to symlink the skills
so `git pull` updates them. On Windows, use `scripts\install.ps1 -Agent windsurf`.

**Roblox Studio Assistant**: download `roblox-assistant-skills.zip` from the
[latest release](https://github.com/EL4CTEO/roblox-skills/releases/latest), or run
`python3 scripts/build-assistant.py`. Then paste a file into **Assistant → Settings → Skills → Add**.

## Skills

| Area | Skills |
| --- | --- |
| Code and structure | `roblox-luau`, `roblox-architecture`, `roblox-networking`, `roblox-security`, `roblox-code-review` |
| Data and business | `roblox-data-stores`, `roblox-monetization`, `roblox-analytics-liveops`, `roblox-open-cloud` |
| Gameplay | `roblox-game-systems`, `roblox-characters-animation`, `roblox-npc-ai`, `roblox-physics`, `roblox-input` |
| Presentation | `roblox-ui`, `roblox-audio`, `roblox-world-building`, `roblox-text-chat` |
| Scale and workflow | `roblox-performance`, `roblox-teleport-matchmaking`, `roblox-tooling`, `roblox-testing`, `roblox-studio-mcp` |

Each skill lives in [`skills/`](skills/). For best results, also connect your agent to Studio's
built-in MCP server (see [`roblox-studio-mcp`](skills/roblox-studio-mcp/SKILL.md)) so it can playtest
and verify its changes.

## Contributing

```bash
./scripts/setup-tools.sh && python3 scripts/validate.py
```

See [CONTRIBUTING.md](CONTRIBUTING.md). Corrections are welcome whenever Roblox changes an API.

[MIT](LICENSE). This project is not affiliated with Roblox Corporation.
````
