ActivationPal

Mobile Game Analytics Tools Compared

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.

ToolBest forEngines and frameworksCustom eventsPurchase reportingGame-specific featuresPrice as stated by source
ActivationPalFramework-built games with a paywall funnelNative Swift, native Android, Flutter, React Native/Expo. No Unity, Unreal or GodotYes, any snake_case namePaywall funnel plus RevenueCat and Superwall purchasesNone built inFirst 10,000 events free, unlimited apps
GameAnalyticsGameplay analysis and live opsMobile, Roblox, VR/AR, PC and console; engine SDKs not stated in sourceYes, design and custom eventsNot stated in sourceFunnels, cohorts, retention, A/B testing, remote configsFree, $49/mo, from $499/mo
Google Analytics for FirebaseUnity games already on FirebaseUnity package, plus iOS, Android, Web, Flutter and C++ docsYes, up to 500 event typesNot stated in sourceRecommended gaming eventsNot stated in source
MixpanelUnity games that need product analyticsUnity 2018.3 and aboveYes, with properties and timed eventsNot stated in sourceNot stated in sourceNot stated in source
AmplitudeUnity games on iOS and AndroidUnity 2019.3.11 and above, iOS and Android builds onlyYes, with propertiesRevenue tracking documentedNot stated in sourceNot 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 through get_events in the agent API and MCP. See the events reference.
  • Purchase funnel: paywallShown, paywallPlanSelected, paywallPurchased and paywallDismissed sit next to onboardingStep and onboardingCompleted. 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.

2. GameAnalytics

Best for: teams that want gameplay analysis, A/B tests and live ops in one game-focused tool.

GameAnalytics is built for game developers. It offers pre-built and custom dashboards, funnels, cohorts and retention, design and custom events, offline events, and A/B testing with remote configs. A live view shows the last 50 events your game fired. Its pricing page lists a free plan with no MAU cap, a $49/mo plan and plans from $499/mo. Start from the documentation.

3. Google Analytics for Firebase

Best for: Unity games that already use Firebase and want event logging with Google's reports.

The Unity guide has you add the Firebase Unity package (FirebaseAnalytics.unitypackage) and call LogEvent(). You can log up to 500 event types and set up to 25 user properties. The SDK defines recommended events for several app types, including gaming apps. The page did not state prices or purchase reporting, so we do not.

4. Mixpanel

Best for: Unity games that want product analytics with timed events and super properties.

The Mixpanel Unity SDK supports Unity 2018.3 and above. Mixpanel.Track() sends an event with properties, Mixpanel.StartTimedEvent() records how long an action took, and super properties attach to every event. Events flush every 60 seconds by default. The Unity SDK does not support Simplified ID Merge. The page states no pricing or purchase reporting.

5. Amplitude

Best for: Unity games shipping on iOS and Android that already use Amplitude elsewhere.

The Amplitude Unity SDK is a plugin that wraps Amplitude's iOS and Android SDKs and works with Unity 2019.3.11 and higher. It does not support pure desktop builds or the Editor, so test on an Android or iOS build target. Events go out through logEvent with properties, and the docs include a Track revenue section. The page states no pricing.

Which tool fits your game

  • Unity or another engine, and you want gameplay analysis: GameAnalytics.
  • Unity, and you already run Firebase, Mixpanel or Amplitude: use that tool's Unity SDK.
  • Swift, Kotlin, Flutter or React Native, with a paywall and purchases to measure: ActivationPal.

Pick GameAnalytics when the questions are about levels and players inside the game. Pick ActivationPal when the questions are about installs, the paywall and purchases in a framework-built app.

Frequently asked questions

Does ActivationPal support Unity?

No. The SDKs are native Swift, native Android, Flutter and React Native/Expo. A game built in one of those can use them.

Can I track in-game purchases and ad revenue?

Subscription purchases, trials, renewals and refunds arrive through the RevenueCat webhook, and one-time purchases arrive as rc_non_renewing_purchase. Ad revenue is not reported.

Which mobile game analytics tool is free to start?

GameAnalytics lists a free plan with no MAU cap on its pricing page. ActivationPal's first 10,000 events are free across all your apps. The Firebase, Mixpanel and Amplitude pages we read did not state prices.

What custom events should a mobile game track?

Track the steps you want to compare, named in snake_case and past tense: level_started, level_completed, level_failed, tutorial_skipped, item_equipped. Keep the set small and stable, because a renamed event is a new event. Use low-cardinality props such as level or mode for slicing.