Does PlayableMaker insert AppLovin's ALPlayableAnalytics tracking for win/lose mechanics?

Hi team,

I’m trying to understand how PlayableMaker handles AppLovin’s Playable Analytics integration (window.ALPlayableAnalytics.trackEvent(...)), which covers 11 events like CHALLENGE_STARTED, CHALLENGE_SOLVED, CHALLENGE_FAILED, CTA_CLICKED, etc.

I checked the default slot machine template (unmodified export) and found no ALPlayableAnalytics references anywhere in the exported HTML. From what I can tell, this specific template doesn’t have an actual win/lose branch — it’s a spin animation without a fail outcome — so this may be expected, since AppLovin’s own docs say Playable Analytics only applies to mechanics with a genuine challenge/outcome.

My questions:

  1. For templates that do have a real pass/fail or win/lose mechanic, does PlayableMaker automatically insert AppLovin’s tracking calls, or is that something I’d need to configure manually?
  2. If manual, where in the editor would that be set up (per trigger, per scene, a global toggle)?
  3. If it’s not currently supported, is it on the roadmap?

Thanks!

Hello @Juusy , great timing for this question:) We are actually adding those this month, pending some testing and polishing will be released soon.

It will be working in 2 ways:

  1. Some events will be triggered automatically (example loading, loaded…)
  2. Some events will need to be paired by user in builder (PRO subscription needed) wherever user wants (for example game won, as this can be different per each playable variation)

keep an eye on our release notes to see when its ready:)

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@Juusy Released today.

Some Applovin events are now automatically part of Video, templates and AI playables - those that can be automated are automatically there (Loaded for example)

In Templates/Builder you can further add more event as you wish by using events section in game objects, or in Scene actions.


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Amazing! thank you for the update!

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