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Godot SDKAPI Reference

Markers

This API is used to send engagement markers to the Gamebeast platform.

For more information about Markers, visit the Markers Guide.

Markers are attributed to the local player's distinct id and sent in batches: when 100 are waiting, every 10 seconds in release exports (the marker_flush_interval_sec setting; 2 seconds in the editor and debug exports), and on flush. Failed sends retry with backoff, and a marker the backend rejects (for example, a project over its plan limit) is dropped and logged.

Markers still waiting when the game quits or goes to the background are saved on the device and sent when the game returns, or on the next launch. Each marker is sent once: one that was already on its way when the game was killed isn't resent, since it may have arrived.

send_marker(marker_type, properties)

voidreturn type

Sends a marker with the given properties.

marker_typeString

The name of the marker. Use PascalCase, like RoundEnded.

propertiesDictionary

The marker's properties. Optional.

Usage

Gamebeast.markers.send_marker("RoundEnded", {"Score": 600, "Map": "Office", "Duration": 120})

send_position(marker_type, position, properties)

voidreturn type

Sends a marker with a world position in the position property, the shape heatmaps read. A Vector3 is sent as [x, y, z]. A Vector2 from a 2D game is sent as [x, 0, y], so 2D positions land on the heatmap's plane.

marker_typeString

The name of the marker.

positionVector2 or Vector3

The world position.

propertiesDictionary

Other properties. Optional.

Usage

Gamebeast.markers.send_position("PlayerDied", global_position, {"Cause": "Fall"})

flush()

voidreturn type

Sends everything waiting now, without waiting for the batch to fill.

buffered_count()

intreturn type

The number of markers not yet confirmed by the backend: waiting, retrying, or on their way.

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