Generating Analytics

As discussed thoroughly in Analytics File System, Analytics expect certain assessment formatting (e.g., scoring data, accumulated user data, etc.) and produce certain output.

ORamaVR provides a simple out-of-the-box solution for generating analytics for your products. In detail, analytics are per action and have to be explicitly specified for each action in your storyboard.


Recall, Actions are generated from the SceneGraph Editor.

Visual Editor

To specify the assesment (i.e., analytics recording) for each Action, start by opening the SceneGraph Editor through the MAGES menu.

  • MAGES/SceneGraph Editor

Proceed to Load the Storyboard XML by selecting File/Load and navigate under Assets/Resources/Storyboard/platform/

You will be presented with a similar view:

Scenegraph XML

Under each Action there is an Analytics button.

Press on this button and the following window will open

Analytics Window

In the Analytics window you can specify all scoring factors for the current Action.

Scoring factors

As described in Analytics File System, MAGES SDK supports a variety of predefined scoring factors.

Current available scoring factors are enumerated below in an algorithmic manner following the order of the SceneGraph Editor:

  1. Time

Time factor
  1. Lerp Placement

Lerp Placement factor
  1. Error Colliders

Avoid Objects factor
  1. Stay Error Colliders

Enforce Interaction factor
  1. Hit Perform Colliders

Hit Objects factor
  1. Question

Question factor
  1. Velocity

Velocity factor

Using the above combinations you can produce an output similar to the following:

Factors Final

Finally, click the Save Analytics button down in the editor window to save your changes.


If you forget to Save your Analytics for each action, the changes will get discarded.

Custom Scoring Factor

Custom Scoring Factor is Work in Progress (WIP) and cannot be modified from the Editor. However, you can implement it directly in code.

You can implement a Custom Scoring Factor as in the SampleApp example below:

Custom Scoring Factor

And the respective ForceScoringFactor script in code as follows:

public class ForceScoringFactor : ScoringFactor
    public float maximumForce = 12;

    UpdateCollisionForce _forceScript;
    float _currentForce;
    GameObject _knossosBackPart;
    ForceScoringFactor _forceSf;
    int _score;
    LanguageTranslator _errorMsg;

    public override ScoringFactor Initialize(GameObject g)
        _forceSf = g.AddComponent<ForceScoringFactor>();
        _knossosBackPart = GameObject.Find("BackPartHitMallet(Clone)");
        _forceScript = _knossosBackPart.AddComponent<UpdateCollisionForce>();
        return _forceSf;

    public override float Perform(bool skipped = false)
        if (skipped) return 0;
        int errors = _forceScript.GetErrorsCounter();
        _score = 100 - (errors * 20);

        return Mathf.Clamp(_score,0,100);

    public override void Undo()
        _score = 0;

    public override object GetReadableData()
        ScoringFactorData sfData = new ScoringFactorData();
        sfData.score = _score;
        sfData.outOF = (int) maximumForce;
        sfData.type = "Force Scoring Factor";
        sfData.scoreSpecific = (int) _forceScript.GetCollisionForce();
        sfData.errorMessage =  InterfaceManagement.Get.GetUIMessage(_errorMsg);

        return sfData;


Notice how our custom scoring factor extends ScoringFactor