Hope you found plenty of opportunity to use analytic events. They can give you great insight into the way that your game is being played. While they included analytic events are fantastic and they give you great insight into your game, there are times when you want to know simply more about what's happening there. Take for example player death. It's fantastic to know that it happened and how often it's happening, but there's probably a lot more that we want to know. We can create a custom event that passes along a lot more information. So, instead of game over, I'm going to do analytic event and a custom event. Keep in mind any of your custom events should not have a name that starts with unity. This is a reserved word for the standard Unity analytical events. Now, after I have a name for it, I'm going to create a new dictionary. Into this, we're going to pass a string and an object. You may recall from course one that objects make up just about everything in the game. So, we can pass in almost anything that we want to write here. This gives us a lot of possibilities of passing along information. For example, we're going to put in a custom event using custom. Now, in order to put in this event, first I'm going to give it a name. This will be player death, and then we're going to pass in a dictionary with a key that is a string and an object for the value. The very first thing I'm going to put in is a phrase for this value. We'll call this player position, and we'll pass it in this transform position. Knowing this will have an idea as to where on the maps our players are dying. If they keep on dying in the same spot, we'll maybe figure out that either this is a popular spot to defend yourself or maybe it looks good, but it's actually kind of a trap. Now, if the deaths are spread out maybe that's an indication that there's no good spot to make a defense in our game. We'll let the designers figure out what they want to do with this information. We're just here to collect it. Let's also figure out how long the player has been playing for. By adding in the amount of time that the player has been in this current level, maybe we can figure out if they died very quickly or if they made a pretty good stand of it. Now with these in place, we're going to play the game and see our data being collected in real time. All I have to do is manage to die, and there we go. Now, if we pause the game over and our analytics window, we can see that custom event came up. We've got the event player death. We have the parameters. We can see exactly where he was when he died, and how long that load been running. Took me just under 14 seconds to die. If we go over to the analytics dashboard, we can have a look at these as well, and here we go. Here's all the events that I've had in this game since I started collecting events. Now, the top we have player death and we have the exact same information we had before. We can see when the app started running and when it was called to start. We can also see previous play sessions and when those were stopped. Now, there's a limitation to the number of parameters that we can send it with any event. That being 10. The number of characters you can use across all the different strings that we put into these parameters is 500, and we can only send a maximum of 100 events per user per hour using this method. Even with these limitations which are actually all that better, we can get a lot of information. Go ahead and set up a custom events and start figuring out what you might want to know. Maybe look into how enemies are dying or maybe when the fairy circles are being activated. Have fun with it.