Lightweight, privacy-aware telemetry framework for Unity. Track gameplay events, errors and performance with offline support, multi-backend routing and GDPR consent management.This package contains pure C# code only and is fully compatible with Built-in RP, URP, and HDRP. No render pipeline dependencies.TelemetrySystem gives you a clean, production-ready way to collect player data in your Unity game. Events are queued in memory, persisted to disk when offline, and automatically sent to your backend when connectivity is restored — so no data is ever lost.The system supports REST API, Supabase, and Firebase Analytics out of the box, and all three can run simultaneously via a composite provider. A built-in Editor Debug Window lets you monitor the live event stream, inspect event properties, and trigger manual flushes without leaving Unity.Setup takes minutes: drop in a ScriptableObject config asset, add one component to your scene, and you are ready to track. Full Zenject / Extenject support is included for teams using dependency injection. The asset is genre-agnostic and suitable for any type of Unity project.Privacy-first consent management — tracking is blocked until the player explicitly grants consent. Consent state is persisted via PlayerPrefs.Hybrid offline queue — memory buffer with automatic disk persistence and retry on reconnection using exponential backoff.Multi-backend routing — REST API, Supabase, and Firebase Analytics providers run in parallel via CompositeProvider.Two setup paths — standalone (no dependencies) or Zenject / Extenject with full DI support.Editor Debug Window — live event stream, filtering, manual flush, and event detail inspector.Clean assembly separation — Core, Providers, Unity, and Editor assemblies. Editor code never included in builds.Compatible with Built-in RP, URP, and HDRP — pure C# with no render pipeline dependencies.Unity 2021.3 LTS and newer.AI assistance was used during the development process for code suggestions, architecture review, and documentation writing.


