question

Jon avatar image
Jon asked

Session Events Pricing

How does enabling session events impact costs?

There are two events

  • client_session_start (should just be 1 event per session, unless there is a 10 min gap between focus)
  • client_focus_change - so this one will emit each time client focus changes (keyboard on android, check notification, etc)

The 2nd event could happen pretty often, especially if player just constantly keeps changing focus. Will that rack up event count really high?

It also seems to pollute the event stream, although it can be filtered, there will be costs to storing those events as well.

It will depend on the type of game, but it seems enabling session events could increase events per player by a lot (2x, 3x, etc). Also it seems players can use this knowledge to intentionally incur many events.

Thanks

10 |1200

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1 Answer

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Citrus Yan avatar image
Citrus Yan answered

First of all, if the “client_focus_change” event happens pretty often, then the event count will surely rise and cost you accordingly. The pricing for Events is listed in this page:https://playfab.com/pricing/, which is 20 Million PlayStream event meter "ticks" (the meter spin is determined by the total KB of the event data) included along with $6 per additional million if you’re in the Standard Plan. I don’t think that you should worry about players intentionally incurring many events, which is rather rare though as most players will play based on their own routine. Or, you can also consider disabling these session event if you don’t find them helpful for your game, here is the implementation of it in Unity SDK which you can modify:

UnitySDK/ScreenTimeTracker.cs at 30354c98da22f4b7d2662e5ad5938e43ac658db0 PlayFab/UnitySDK (github.com)

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