Hierarchy
A report hierarchy is used to define the structure of the output report. This hierarchy is sent to the Immerse Platform as part of the project metadata.
The project creation process will have created a report hierarchy asset for you and linked it in your project info. If for any reason, you do need to create a new report hierarchy, this can be done via the Unity assets menu ‘Assets > Create > Immerse > Reporting > Report Hierarchy’.
Ensure that you have the correct report hierarchy asset linked in your project info
To edit a report hierarchy, locate the asset and double click on it or click ‘Open’ in the inspector to reveal it in the reporting builder window.
Below you can see an example of a report hierarchy. The hierarchy is built by selecting an activity and pressing ‘Add Child’ to create a child activity. Activities can be moved/dragged to change their order or position within the hierarchy.
Column | Description |
---|---|
Name | A description of the activity that the user will complete |
Type | Describes the type of activity. Can be used to indicate the importance of an activity Session > Objective > Task |
Verb | The verb that will be used upon completion of this activity. In many cases this will remain as ‘Completed’ |
After making any changes to your hierarchy, it is important to update your project on the platform. This can be done from the Report Builder window by pressing the ‘Update Project’ button
Everything defined in your hierarchy are ‘activities’. However, there is an additional level of reporting that can be used called ‘actions’. Actions are non-scorable events that can be also be recorded as part of your report. They are not defined in the hierarchy but are reported as a child of another activity. As such, actions can be dynamically created at runtime.
An example of an action is picking up an tool that is required to completed an activity. A user could also pick up this tool multiple times, which would result in multiple action statements being sent. All actions are timestamped and this example could be used to identify difficulties the user had with the activity.
At the bottom of the Report Builder window is a testing panel. You can use this tool to easily send statements for testing. If these statements are sent during play mode, they will be sent to the platform. However, if the statements are sent outside of play mode, the statements will be printed to the Unity console as JSON instead.