Octofun SDK Dashboard

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Octofun SDK

Sessions Errors Metrics Perf Admin Security
StartedAppVersionPersonDeviceLengthLogsErrorsSession
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Sessions with errors
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Devices affected
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Total error events
StartedAppVersionPersonDeviceLengthLogsErrorsSession
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Active now (last 5 min)
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DAU (today)
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MAU (last 30 days)
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DAU / MAU

Daily active devices

Daily revenue (USD)

Daily sessions

Avg session length (min)

Daily errors (Error+Exception+Assert)

Retention — Dn lines per cohort day (toggle via legend)

Device breakdown (active devices)

Version breakdown (active devices)

Ads per session

Interstitial and rewarded ads shown per session (one per ad on screen, counted from the ad SDK's display log). Every session counts, including sessions with no ad. Filters above apply. Ad counts exist only from 2026-09-06 SDK builds on and for days summarised after these charts shipped (2026-09-05 on); earlier days are left out.

Interstitials per session (daily)

Rewarded per session (daily)

Sessions by interstitials shown

Sessions by rewarded shown

Startup

How long the app takes to become usable, measured from the moment the Unity engine starts. All three are measured from that same zero, so the loading screen's own duration is the gap between the first two. The OS launch and the native splash happen before this zero — the real time from tapping the icon is somewhat longer. A stage is only counted for sessions where the game reported it. First session (the first launch after install) is slower — shader warmup, the first Remote Config fetch, permission prompts — so it can be separated out.

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To loading screen
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To end of loading
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To first menu

Startup by version — average to first menu

Daily average to first menu

StageSessionsAverageMedianSlowest 10%

Frame rate

Higher FPS is better; the game targets 60. Average FPS is the overall speed, Typical FPS is what the player sees most of the time (median), Worst 5% FPS is how bad the slow moments get — a drop here is felt even when the average looks fine. Stutters are visible freezes (a frame longer than 100 ms) per minute of play; minor hitches are frames longer than 33 ms. All numbers come from every frame measured in the selection, grouped by the context the game reports (menu / level / loading).

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Average FPS
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Typical FPS (median)
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Worst 5% FPS
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Stutters / min (freezes ≥100 ms)
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Longest freeze (ms)
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Time spent frozen (%)

FPS by version — average / typical / worst 5%

Stutters per minute by version (freezes ≥100 ms)

Daily average FPS per version

Daily minor hitches per minute per version (frames ≥33 ms)

By device model

Top models by measured play time in the selection. Compare a version across the same models — adoption skews the device mix in the first days of a release. Longest freeze is the single worst frame seen (ms).

DevicePlay timeAvg FPSTypical FPSWorst 5% FPSWorst 1% FPSLongest freezeTime frozenMinor hitches/minStutters/min

Blocked IPs

IPs blocked after 10 consecutive failed sign-ins. Unblocking takes effect immediately.

IPReasonBlocked at

Alerts

Everything the alert system fired (also sent to the webhook when configured) — last 90 days.

TimeKindMessage

Sign-in activity

Successful and failed sign-ins with their IPs, plus block/unblock events — last 200.

TimeAccountEventIP

Create accounts here; you send the email + password to the person and they sign in directly. Resetting a password closes all of that user's sessions.

Full nameEmailRoleDevicesCreated

All devices

Everyone's registered devices (members only see their own in the Devices popup). As an admin you can add a device on someone else's behalf.

PersonDevice IDLabelAdded

All studio advertising IDs

Studio devices (IDFA/GAID) — builds embed this list, debug tools open only on these (or Device-ID-registered) phones. Admins can register on someone else's behalf.

PersonAdvertising IDLabelAdded

Activity log

Sign-ins (including failed attempts), account/device actions and CSV exports — last 90 days.

TimePersonActionDetailIP

Log details

Hata anındaki ekran karesi

Manage your own devices here (others' devices are not shown; the full list lives on the Admin page). Add your device's Device ID — all logs/sessions from it will show under your name. You can grab the ID from the in-game DebugLogOverlay.

Device IDLabel

Studio device (advertising ID)

Register your phone's advertising ID (IDFA / GAID) ONCE here — it identifies the device across every game. Builds embed this list (debug tools only open on these devices) and incoming logs auto-link your per-game Device IDs above, so you never register per game again. iOS: Adjust IDFA, visible after allowing App Tracking Transparency.

Advertising IDLabel

Change your password. Afterwards your sessions on other devices are closed; this one stays signed in.