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Gossip Analytics — Unity XR SDK

Analytics for VR/XR, built for Unity. Drop it in, and in ~6 steps you’re sending real user behavior to your dashboard — heatmaps, gaze, hand & controller use, comfort, and UX issues.

Most of the setup is auto-assigned: trackers, interactable detection, and permissions come pre-configured — you just deselect what you don’t need. It’s framework-agnostic (works with Unity XR Interaction Toolkit and Meta Interaction SDK), non-destructive, and uninstalls in 2 clicks.


What you get

A live dashboard at app.gossipanalytics.com with:

  • Sessions & users — counts, active users, average session time, sessions per day, versions.

  • Spatial heatmaps — movement, gaze (eye), and hand/controller density over your scene.

  • Immersion — presence, comfort/ergonomics (head/hand position, FOV), posture (sitting/standing), playable area.

  • UX issues — crashes, freezes, and behavioral friction (interaction struggle, exploration without progress, presence drops).

  • Device & performance — FPS, memory, battery, connectivity, peripherals, audio reactions.

  • Events & flows — object interactions, passthrough, and user journeys.


Why it’s fast to adopt

  • ~6 steps to running. Quick Setup wires the manager, settings, and trackers for you.

  • Auto-assigned where it can be. Interactables are auto-detected and instrumented; trackers and permissions come pre-selected — deselect anything you don’t want.

  • Framework-agnostic. Interaction capture works automatically with Unity XRI and Meta Interaction SDK — no glue code.

  • Non-destructive & reversible. A 2-click uninstall removes every SDK component and asset and leaves your scenes, scripts, and other packages untouched.

  • Three environments. Separate Dev / Beta / Production keys so test data never pollutes your live reports.


Requirements

  • Unity 2022.3 or newer (declared in the package manifest; developed and tested on Unity 6 / 6000.x).

  • An XR provider: OpenXR or Oculus XR Plugin (you install one, based on your target device).

  • Auto-installed on first import (you’ll get a one-click prompt): Input System, XR Plugin Management, and the SDK’s runtime dependencies.


Install (≈6 steps)

  1. Add the package. Unity → Window ▸ Package Manager ▸ + ▸ Add package from git URL… and paste: https://github.com/GossipAnalyticsXR/Gossip_Analytics_Unity-SDK.git

  2. Install dependencies. On first load the SDK detects what’s missing and offers to install it — click Install. (Install an XR provider manually if prompted.)

  3. Import the Sample. Package Manager → Gossip Analytics SDK → Samples ▸ Import (brings in the manager prefab).

  4. Run Quick Setup. Window ▸ Gossip Analytics ▸ Quick Setup — adds the manager and settings to your scene (once; it persists across scenes).

  5. Paste your API key & choose an environment. In the GossipSettings Inspector, paste your Dev/Beta/Prod key and pick the matching Environment. (Get keys at app.gossipanalytics.com.)

  6. Review & build. Open Window ▸ Gossip Analytics ▸ Instrumentation Manager, deselect anything you don’t want, then Play or Build & Run. Open your dashboard to see the data.


What you configure yourself (honest 2 minutes)

Almost everything is automatic, but a few things need your input for accurate data:

  • API key + environment — required (step 5).

  • Enable Heatmaps — keep the Enable Heatmaps toggle on in GossipSettings (on by default) for spatial / gaze / hand heatmaps.

  • Play-area bounds — set worldMinXZ / worldMaxXZ on the heatmap / eye / audio trackers to your actual play area, so heatmaps line up.

  • Posture thresholds — set the sit/crouch height thresholds to your player’s real standing height.

  • App-level passthrough — if your app toggles passthrough, wire OnPassthroughEnabled() / OnPassthroughDisabled(). (Guardian-boundary passthrough is captured automatically.)

That’s it — no per-object code for interactions, no manual tracker wiring.


Uninstall (2 clicks)

Window ▸ Gossip Analytics ▸ Uninstall SDK → confirm. It removes all SDK components from your scenes, the settings and instrumentation assets, the imported sample, and the package itself. Your own scenes, scripts, and other packages are left untouched.


Environments

The SDK keeps separate Dev / Beta / Production keys. Pick the environment in GossipSettings that matches where you’re deploying — data is sent to that environment’s dashboard. A build-time check warns you if you’re about to build with the Dev environment so live users don’t end up in your Dev reports.


Notes

  • Active subscription required — data is collected and shown on the dashboard while your Gossip Analytics subscription is active.

  • Image captures (scene / gaze / interaction snapshots that power image heatmaps) are uploaded only in the Production environment.


Support


Privacy note: audio-reaction detection processes brief microphone samples on-device for emotion signals; no audio recordings are stored or transmitted.

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Unity SDK for XR analytics (VR/AR/MR) — session telemetry to power Gossip Analytics dashboards.

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