This page is only a general overview of our data structure. For deeper details please contact us directly through your client support team.
The general data structure of ADT is shown below.
Each of the elements of the data structure is explained below:
When you or your Admin initially setup ADT, you will be asked to select a title for your namespace. Most teams use their company name or their game name. We suggest that you use your company name as this namespace will be the home for all your company's games. So a company named StarBug Games Studios may use starbuggames as their namespace. A namespace can only have lowercase letters with no spaces.
Each namespace can contain many games, and each game can have many platforms, such as PS4, XBOX, and PC. So let's say that starbuggames has a game called RabbitRun on PS5 and Xbox, and another game called FruitPieMaker on PC. In this case there would be two games (or game titles) under the starbugsgames namespace, RabbitRun and FruitPieMaker.
Each game can have many versions. For example 1.0.0-steam or July24th or GDCDemo. These version names have no prescribed use and ADT assigns no further understanding of them other than as names.
Often teams will use the Perforce Changelist number or Git commit number.
Each version can have multiple builds associated with it. Let's take that example of GDCDemo from the previous section. Assume your team is getting a demo of your game ready for GDC (Game Developer's Conference) . It's likely that it would take numerous attempts to get a polished and stable build, and also likely that you would want you game shown on several platforms. So all these would be builds which are associated with the GDCDemo version. If your team is using ADT Hub for build distribution then your team members can easily download these builds to test.
You can learn more about setting up versions and builds in the Manage your game version section of the ADT CLI documentation.
Once you play a build, a session is created, sent to the ADT backend and associated with that build. There are several sections through out this documentation site that talk about sessions in more detail.
Similarly to a session, if you play a build and it crashes, that crash will be documented automatically, sent to the ADT backend and associated with that build.