I wanted to track the time I spend when I'm working on unity. For personal use, I want to know how much time I spent today in total. I tried some of the time tracking programs like ManicTime but these programs only track the time of active tasks.If I open unity and switch to chrome to search something about Unity,the time tracker stops for Unity. But since what I'm doing in chrome is related to my Unity project, the time I spent on chrome while unity is open should still be tracked and added to my Unity time. Is there time tracking program which tracks the time of tasks even when they are inactive?
If you use Steam, you could add the program as non-steam games and then when they are "played" it should track their time I believe, so long as you start them through Steam.
Related
I have an app where I open a HTML5 game in WebView, its a single player game where we match 2 players and who ever scores more wins the game. This has a time limit. There are users who use speed hack X8 Speeder for one. I am trying to find how do I avoid this.
How do I detect if a particular app is installed on the phone. Even if they change the app name
How do it detect if my APK has been patched or modified.
Any help would be great.
Regards
Mitsy
Off the top of my head, I'd try to verify game sessions on the backend. When game completes, your app sends the complete log of what happened to your server which then analyzes it. If the log was generated by a script (like this, for example: https://x8speeder.com/?p=77), it will have very repeated and detectable sequences. You can then discard this score and not put it on the leaderboard.
I'm implementing analytics in my game to track a player's action, gameplay strategy etc.
I tried Unity Analytics and every time I set some custom event like a scene change I have to wait 8-10 hours to see the changes on Unity Dashboard.
If someone has used Google Analytics' Unity Plugin, can you share your experience?
Also, we are building a VR app using Unity that will run on a Windows machine. I didn't saw any configuration for Windows platform. Is there something like that exist?
Google Analytics is a very powerful analytic tool, i highly recommend it. Usually it takes 5 seconds Google Analytics to update any event you send to the dashboard.
So I have a new problem with (potentially) Windows 10's latest patch (1703) and Unity 2017 (any)
Post patch the following behaviour is exhibited:
Starting a new project in Unity:
Splash Screen opens
Select Project (includes and location)
Unity starts the file structure and build process
All progress bars finish but Editor never launches
Unity.exe becomes an Un-Endable process in memory
Two copies of UnityHelper.exe load but do nothing (they can be ended)
Same behaviour for opening an existing project adjusted as follows:
Splash screen opens
Select Project
Unity Project Version Import Dialog will prompt as needed
All progress bars finish but Editor never launches
Unity.exe becomes an Un-Endable process in memory
Two copies of UnityHelper.exe load but do nothing (they can be ended)
In both cases Unity has been allowed to sit for 24hrs with no change in state.
Please read before comment:
System is an i7 w/32gb, GTX 1070, Windows 10 Pro 64bit and has run Unity for dev for the past 18 mos no problem
No hardware issues reported
1 hardware change (Oculus Rift added)
Unity has been completely uninstalled (including AppData files cleared and reg cleaned) and tested with reinstalls from 2017.1.2p3, 2017.2.0f3, 2017.2.1f1, no change
Roll Back of Windows 10 patch is not an option (compliance).
In digging through Unity Answer Forums it was suggested that we remove our shiny new Oculus from the equation.
Low and behold we have a fully functional Unity again. Tested on 2017.1.0p3 and the stepped up tot he present release of 2017.3.0f3
This required physical disconnect of the HMD and Towers from the desktop and a reboot. We did not need to uninstall or stop any of the Oculus services, just a clean removal of the device.
In meetup chats this has been revealed to us as "The Oculus Plague" and not entirely uncommon, I'm hoping either Unity or Oculus can get this resolved, discon/recon/reboot cycles are hard on the hardware, and knees.
is there any way, how to track how much time i have spent in every project and after (for example) 5mins of inactivity clocks stop tracking time and resume immediately when i return to computer
Thanks for any suggestions
Like this one :
?
it is for Mac OS X: TimeTrack
You should search for your platform and must be a native desktop application.
It can be made in C# too for Microsoft Windows.
Try WakaTime Metrics, insights, and time tracking automatically generated from your programming activity.
http://plugins.netbeans.org/plugin/56647/wakatime
In my game I am using device time for timers and I want to prevent bots and cheats such as changing game time during No Wifi or offline gameplay. How can I achieve this?
Depends really. If putting the time BACK is the issue, then you could store a 'latest time' and check the current time is greater than it. Just keep the stored time up to date during online play and check when offline.
If putting the time FORWARD is the issue then you could just store a counter somewhere from the start of the game, instead of using the realtime clock.