Overview
The ASE Brain SDK is the part of Brain that lives inside your game. Add it to your project and your game reports its own analytics, keeps each player's progress with their account, sells in-game products through the platform's store, and finds players a match on a dedicated server.
Most of it needs no code. Once the SDK is in the project, every build that ships reports sessions, screens, performance, network quality and errors on its own. You write code only for the parts that are your game's: its own events, its save data, its products and its matches.
What your game gets
| Feature | What it does | Status | Guide |
|---|---|---|---|
| Analytics | Sessions, presence, frame times, network quality and errors on their own; your own events, checked against a spec you write | Unstable | Events |
| Accounts | One ASE account per player across your studio's games: silent sign-in with Steam, Game Center or Play Games, guests, Apple and Google sign-in, names, blocking, data export and deletion | Unstable | Covered in each guide where it matters |
| Saves | The player's progress in JSON slots, on the device first and with their account, so it follows them to every device | Experimental | Saves |
| Purchases | Unlocks, consumables and subscriptions through the App Store, Google Play or Steam, granted and kept by Brain | Unstable | Purchases |
| Push notifications | Ask the player to allow notifications, register their devices with Brain and hear the notifications they open, on iOS (APNs) and Android (FCM) | Not yet | Push |
| Multiplayer | Skill matchmaking, private matches and open lobbies on your game's dedicated servers, with ratings and settled results | Experimental | Multiplayer |
| Player reports | Players report bugs and send feedback from a ready dialog or your own screen, with a screenshot, frame timing and the log; read them in the console or route them to GitHub issues or a webhook | Not yet | Player reports |
Unity saves are raw commands only for now.
Your engine
Unity 6 (6000.6): the com.asebrain.sdk package and the Ase.Brain.Brain class. You can
integrate the Unity SDK and run it against Brain, but Brain doesn't release builds made with it yet,
and some of its platform integrations still wait on testing with real store and device accounts.
The SDK docs follow the engine you pick: every SDK page shows only its code. Change it at the top of the sidebar.
Status
The SDK, and each feature in it, has one of three statuses:
| Status | Means |
|---|---|
| Stable | Ready to ship a game on. Its API changes only with a new major SDK version. |
| Unstable | Works, and you can build on it, but its API or behaviour may still change between releases. |
| Experimental | Incomplete or not yet tested end to end. Try it, but don't ship a game on it. |
Each guide shows its feature's status at the top, and the sidebar marks a feature whose status differs from the SDK's own.
Names you see in code
Every name the SDK puts into your game starts with Brain, so it never clashes with your own
classes:
Brain, BrainAnalytics, BrainPurchases, BrainResult and the rest, in the Ase.Brain
namespace.
Your game's config
The SDK reads two files in your game's repository, which each release publishes to Brain:
brain/game.tomlturns features on:[saves],[[purchases.product]],[[matchmaking.queue]],[[leaderboards]],[accounts]and[reports].brain/events.tomldescribes your own analytics events.
Check both before you release:
ase games check --project .
A feature you haven't declared stays inert: its calls answer as if it were off, and the game never contacts that service.
Next steps
- Install the SDK in your project.
- Record your first events.
- Add saves, purchases, multiplayer or player reports as your game needs them.
New to the ase command line? Start with installing ase and
signing in.