I log only a share of players to save data, but my funnel numbers look broken
Recording everything is heavy on phones and on your quota, so you record a share of it. Done the wrong way, the later steps of a path shrink much faster than the first ones. This entry shows what to pick the share by, so paths stay whole, and how to scale counts back up.
Why this works
A path through the game is only meaningful if you see all of it. Choosing which people to record, instead of which moments, keeps every path whole, so shares stay correct and only absolute numbers need scaling.
When not to use it
Do not sample when the game has few players, because a small share of a small crowd is too thin to read. Also record rare but important events, such as a crash, from everyone. Then keep full logs and save space elsewhere.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "I log only a share of players to save data, but my funnel numbers look broken" (read_entry log-only-some-players-without-breaking-funnels) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP