The best pick for gameplay analysis is GameAnalytics; Firebase, Mixpanel and Amplitude suit Unity games that share a general analytics stack. This site makes ActivationPal, which fits games built in Swift, Kotlin, Flutter or React Native that need custom events and a purchase funnel. It has no Unity SDK.
| Tool | Best for | Engines and frameworks | Custom events | Purchase reporting | Game-specific features | Price as stated by source |
|---|---|---|---|---|---|---|
| ActivationPal | Framework-built games with a paywall funnel | Native Swift, native Android, Flutter, React Native/Expo. No Unity, Unreal or Godot | Yes, any snake_case name | Paywall funnel plus RevenueCat and Superwall purchases | None built in | First 10,000 events free, unlimited apps |
| GameAnalytics | Gameplay analysis and live ops | Mobile, Roblox, VR/AR, PC and console; engine SDKs not stated in source | Yes, design and custom events | Not stated in source | Funnels, cohorts, retention, A/B testing, remote configs | Free, $49/mo, from $499/mo |
| Google Analytics for Firebase | Unity games already on Firebase | Unity package, plus iOS, Android, Web, Flutter and C++ docs | Yes, up to 500 event types | Not stated in source | Recommended gaming events | Not stated in source |
| Mixpanel | Unity games that need product analytics | Unity 2018.3 and above | Yes, with properties and timed events | Not stated in source | Not stated in source | Not stated in source |
| Amplitude | Unity games on iOS and Android | Unity 2019.3.11 and above, iOS and Android builds only | Yes, with properties | Revenue tracking documented | Not stated in source | Not stated in source |
How we picked
- Engine or framework SDK. Does the tool document a way to add itself to your game?
- Custom events. Can you log your own events with properties?
- Purchase reporting. Does the tool report purchases, or only events you define?
- Game-specific analysis. Does it ship views built for games, such as level funnels or remote configs?
Every competitor fact comes from the vendor docs linked in each entry, as read in October 2026. A cell that says "Not stated in source" means the page we read did not say.
1. ActivationPal
Best for: games built with native Swift, native Android, Flutter or React Native/Expo that need custom events and a paywall-to-purchase funnel.
- SDKs: native Swift (iOS 15+), native Android (5.0+), Flutter and React Native/Expo. There is no Unity, Unreal or Godot SDK.
- Custom events:
ActivationPal.track("level_completed", ["level": 12])takes String, Bool, Int and Double props. A new event name appears in the Events card with no registration and can be queried throughget_eventsin the agent API and MCP. See the events reference. - Purchase funnel:
paywallShown,paywallPlanSelected,paywallPurchasedandpaywallDismissedsit next toonboardingStepandonboardingCompleted. Every stage is counted against the install cohort. Purchases, trials, renewals and refunds arrive through the RevenueCat webhook, and Superwall's subscription lifecycle webhook is supported as well. - Cost: the first 10,000 events are free, and apps and members are unlimited on every plan. See pricing.
ActivationPal.configure(app: "mygame", key: "ap_pk_YOUR_KEY")
ActivationPal.track("level_completed", ["level": 12])
ActivationPal.paywallShown("level_gate")
ActivationPal.paywallPurchased("yearly")
Not for:
- Games on Unity or another engine without a Swift, Kotlin, Flutter or React Native layer.
- Ad revenue. Revenue comes only from RevenueCat and Superwall webhooks.
- Built-in gameplay views such as level progression, A/B tests or remote configs.
Setup: Swift quickstart, Android, Flutter, React Native. For Expo and React Native apps, see React Native analytics. The ActivationPal homepage shows the live dashboard.