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Custom Event Tracking Patterns for Roblox Games

Guide
May 24, 2026
11 min
RoLearn SDK Team
SDK
Roblox
Event Tracking
Analytics

Most game-analytics implementations get the SDK installed in an afternoon and the event taxonomy wrong for the next two years. The cost is real: dashboards that nobody trusts, funnels that cannot be drawn because the events do not stitch together, retention cohorts that drift because someone renamed a key. This guide is the event-design discipline we recommend to studios starting fresh with the RoLearn SDK — naming conventions, payload shape, the half-dozen event categories every game needs, and the anti-patterns that ruin every dashboard six months in. Applies to the Roblox Lua SDK, but the same patterns translate cleanly to Unity, Steamworks, or any other platform you ship on.

Naming convention: snake_case, action-first, no synonyms

The single highest-leverage decision in event design is the naming convention, and the only thing that matters is consistency. We recommend:

  • snake_case throughout. Matches the auto-emitted events (session_start, session_end, purchase) so your dashboard filters work uniformly. Mixed case is the most common preventable mistake.
  • Object_action, not action_object. level_completed sorts next to level_started and level_failed in any alphabetical list, which makes funnel construction trivial. completed_level buries it under "completed".
  • Past tense for things that happened. quest_claimed, not claim_quest. The event records a thing that occurred; tense follows.
  • No synonyms. Pick purchased OR bought OR acquired, not all three. Document the choice in a one-page wiki entry that every contributor can grep.

Bad vs good, ten lines:

BadGood
LevelCompletelevel_completed
boughtGamepassgamepass_purchased
questDonequest_claimed
startedMatchmatch_started
shopOpenshop_opened

Payload shape: flat, typed, schema-stable

The event payload is a small JSON object. The discipline:

  • Flat, not nested. Nested payloads survive in the database but make dashboards harder. Prefer {"level": 5, "score": 1840} over {"metadata": {"level": 5, "score": 1840}}.
  • Typed values, not stringified. Send "score": 1840 as a number, not "score": "1840". The dashboard's numeric aggregations (sum, p50, p95) refuse to operate on strings.
  • Schema-stable. Once a key is in production, do not change its type. score as a number stays a number forever. If you need a string version, add score_grade; do not repurpose the field.
  • Bounded cardinality on enum fields. "result": "win" | "loss" | "abandon" is great."result": "<freeform string>" produces a dashboard with 4,000 unique values, none of which group meaningfully.
  • Under 1 KB serialized per event. The ingest endpoint accepts more, but anything beyond ~1 KB starts to slow batch sends and inflate storage. If you have larger telemetry, log to your own logging stack and send only the summary to RoLearn.

The six event categories every game needs

Beyond the four auto-emitted event types (session, purchase, performance, crash), most games converge on six categories of custom events. Coverage of all six is enough for the majority of analytics questions; adding more usually adds noise.

1. Funnel events

The sequence of user actions you want to measure conversion through. For an obby: spawncheckpoint_1checkpoint_2completed. For a first-purchase funnel: session_startshop_openeditem_inspectedpurchase (auto). Three rules:

  • Emit the same event type at the same point in the flow on every code path. Branching codepaths that emit different event names destroy the funnel.
  • Funnel events do not need a per-event ID — the player_id + timestamp is enough for the analytics layer to stitch the sequence.
  • Include the step number in the payload ({"step": 2}) for funnels with many steps. It makes the SDK Funnel view filterable by completion-depth.

2. Progression events

Events that mark the player's advancement through the game's content. level_completed, chapter_started, prestige, character_unlocked. Payload should include:

  • The thing they progressed to (level, character_id).
  • The time it took (duration_s) for cohort-comparable progression speed.
  • The outcome (result) on bounded enum.
  • Whether they used a paid boost (used_boost boolean) for monetization correlation.

3. Engagement events

Voluntary player actions that signal investment in the game beyond passive play. friend_invited, party_joined, chat_message_sent, cosmetic_equipped. Engagement events correlate strongly with retention; they are usually the leading indicator a dashboard surface should track.

4. Economy events

In-game currency flows, including non-Robux currencies (gold, gems, energy, whatever your game uses). The pattern:

SDK.track("currency_earned", {
    currency = "gold",
    amount   = 250,
    source   = "quest_reward_daily",
    balance  = 4830,            -- post-transaction balance
}, player)

SDK.track("currency_spent", {
    currency = "gold",
    amount   = 1200,
    sink     = "shop_purchase_sword_upgrade",
    balance  = 3630,
}, player)

Tracking source + sink separately (rather than as a single "transaction" event with positive/negative amounts) makes the economy-health dashboards meaningfully easier to build.

5. A/B test assignment events

When you ship an A/B test, emit an assignment event the first time a player is bucketed:

SDK.track("ab_assignment", {
    experiment = "lobby_layout_v3",
    variant    = "B",
    assigned_at_session = session_count,
}, player)

Then on the dashboard you can segment any other event by experiment + variant. Two rules: emit assignment exactly once per player per experiment (use a server-side cache to prevent re-emission), and never emit a variant value that was not in the experiment's published variant list (lost events are easier to debug than mysterious extra variants).

6. Lifecycle/system events

Server-side events that mark important moments not driven by a single player. server_started, round_began, boss_spawned, event_window_opened. Emit without a player argument (the SDK accepts a nil player). Use sparingly — these are noise on per-player dashboards.

Five anti-patterns that ruin dashboards

  1. Stringly-typed enums. "difficulty": "Easy" one day, "difficulty": "EASY" another day, "difficulty": "easy mode" a third. Lowercase or UPPERCASE, never mixed, and never freeform.
  2. Unbounded payload cardinality. Sending the player's full inventory in every purchase event creates tens of thousands of unique values in the inventory field. Send the SKU being purchased, not the whole inventory.
  3. Duplicate events for the same action. Two different code paths emit level_completed AND level_finished. Funnels double-count, retention inflates. Pick one, deprecate the other, grep the codebase.
  4. Tracking things you do not need. Server-side tick events at 60 Hz, debug events left in production, instrumentation of every function call. The free SDK tier gives you a meaningful event budget; the paid tiers have monthly caps. Spend the budget on signals you actually use.
  5. Changing event semantics without renaming. match_completed previously fired only on win; now it fires on win and loss. Six months of historical data now mixes two different definitions silently. If the semantics change, the name should change too.

A reference event catalog (paste into your wiki)

Here is a starter catalog for a typical Roblox PvP game. Copy it into your team's documentation, modify, and commit. The important part is that EVERY contributor reads it before adding a new event.

Event nameWhen it firesPayload keys
queue_enteredPlayer presses Play in lobbymode (ranked/casual), party_size
match_startedServer begins roundmatch_id, mode, map, player_count
match_completedServer ends round (any outcome)match_id, result (win/loss/draw/abandon), kills, deaths, duration_s
character_unlockedPlayer meets unlock conditionscharacter_id, source (free/purchase/quest)
cosmetic_equippedPlayer equips a cosmetic to charactercharacter_id, slot, item_id, rarity
shop_openedPlayer opens any shop UIshop_id, source (button/cta/promo)
item_inspectedPlayer clicks an item to view detailsshop_id, item_id, price, currency
currency_earnedAny non-purchase currency gaincurrency, amount, source, balance
currency_spentAny non-purchase currency spendcurrency, amount, sink, balance
quest_claimedPlayer redeems quest rewardquest_id, type (daily/weekly/event), reward_summary
friend_invitedPlayer sends a Roblox friend invite from in-gamemethod (party_button/match_end_screen)
ab_assignmentPlayer bucketed into an experiment for the first timeexperiment, variant, assigned_at_session

Twelve events plus the four auto-instrumented categories (session, purchase, performance, crash) is enough to answer ~95% of the analytics questions a typical Roblox PvP game gets asked. Resist the urge to add more before you have a specific question only a new event can answer.

Evolving the schema over time

Schemas grow. Two rules for evolving without breaking historical analytics:

  • Add fields, don't repurpose them. If you need a new dimension on an existing event, add a key. Renaming or retyping an existing key fragments your historical data.
  • Deprecate, then delete, never replace. When retiring an event, stop emitting it on a release boundary, announce the deprecation in your team docs, leave the historical data in place. Replacing the event in-place breaks dashboards that filter on the old name.

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