RTCs don’t register on Alalytics Devices?
As mentioned above, I did that 10pm PST test, and waited a couple days (waited for the logs to update on Creator Portal) to see if my analytics devices fired , and it doesn’t seem as if any did. Going to run another test today, calling it noon (hopefully it doesn’t take four hours to clear the update). Added two additional analytics device to see if the VFX spawner activates, in case the binding on the clocks doesn’t work.
But it’s something else to check, ideally.
Edit: To be clear, as a developer, I don’t expect there to ANY events logged in analytics if there is NOBODY online when they “should have” triggered. I don’t expect to burn server time checking to see if something mattered or not, if there’s nobody there. But when someone IS or if they DO show up late, it should check the clocks and validate whether or not states are correct. For correct gameplay. Let me lay out a couple scenarios
- if no island loaded, no players, Do nothing. no clock updates. No analytics events submitted. totally understood.
- (current behavior) clocks register when there’s a valid island loaded, with valid players, and analytics fire when TimeReached and when DurationElapsed (not working?)
- I realize this is a lot to ask, but it’s how I’d expect the system to work…
- On GameStart (not round start or end, which also breaks clocks) check clocks for valid time/date
- Check clock durations, and do the math to see if, including duration, any should be activated, even if they fired in the past.
- TimeReached on all clocks that have relevant durations subtract “past” time from duration to get a proper new end time
- Submit events.
- update all clock timers to display the next activation countdown.
the Main Reason I even wrote the above is to clarify that I don’t expect analytics events to be constant or consistent. If they were, you’d see a very rhythmic pattern of events.
Every island that’s running would basically have 2 events fire every minute for 15 minutes every hour.
Every island that starts late, not on the hour, would have nothing logged, but then begin rhythmic event pulses as above when the next hour comes around.
Every island that starts IN THE WINDOW would have a burst of potentially 5 or 6 events fire initially (as it catches up with valid state), and then settle into the 2-event-per-minute for whatever remains of that 15-minute window.
^ generalizations re: 2 events, sometimes 1, sometimes 5, if it’s four minutes in, and we’re enabling/disabling additional vfx tests, etc. Avg analytics would be 2 per minute as we TimeReached on a new clock and DurationElapsed on a previous one.
Anyway… submitted, hopefully new version will be approved before noon so I can test analytics again as the clocks trigger for the first time with updated dates.









