> For the complete documentation index, see [llms.txt](https://brandsxgames.gitbook.io/documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://brandsxgames.gitbook.io/documentation/readme.md).

# bxg SDK

bxg is a managed platform for immersive brand and product placement in games that respects the player experience.

We make real-world brands a part of your world — flat surfaces like a poster on a wall or a banner trackside, and full 3D products a player can walk up to or interact with, like a branded can on a shelf, an item on a desk or consumable in your inventory.

No pop-ups, no interstitials, nothing that interrupts play; a placement reads as set dressing because that's what it is.

Control stays with you on both sides. You position every placement yourself, so nothing shows up anywhere you didn't put it — and you approve or decline every campaign that runs, down to ruling out whole categories that don't fit your game's tone or audience. A placement you haven't cleared never ships.

The integration is deliberately easy: drop one of our placement actors into your scene — a 2D surface or a 3D product — point it at a slot we issue you - done.

Any booking made will ship, without changes to your game code or build. Campaigns rotate on that slot from our side, so a single integration keeps running without you touching the game again.

This documentation is for studios evaluating or running that integration.

## What the SDK Does

* Fetches the currently booked creative for each ad surface from the bxg API — a 2D image or a 3D model.
* Displays it on a surface or inside the bounds of a placeholder you position (a wall, a billboard, a product on a shelf).
* Measures how long each placement is actually in the player's view and reports that back for billing and reporting.
* Falls back to content you choose whenever there's no active campaign or no connection — so a placement is never blank or broken.

## What It Does **Not** Do

* It does not change your game's code. The integration is an actor you drop into a level and configure in the editor.
* It does not hook into your gameplay, your save system, or your build pipeline.
* It does not insert anything you didn't place. You decide where placements live, how big they are, and which way they face.
* It does not show interstitials, pop-ups, autoplay video, or anything that interrupts play.

## What Integration Involves, Honestly

There are three separate things people tend to blur together:

1. **One-time setup** — installing the plugin, enabling it, and configuring your game's credentials once. Budget: a few minutes. See [Unreal credentials](/documentation/unreal-engine/credentials.md) or [Unity credentials](/documentation/unity/credentials.md).
2. **Adding a placement** — placing an ad actor and setting its slot. This is genuinely a matter of seconds, and you repeat it wherever you want a placement. See *Your first ad surface* ([Unreal](/documentation/unreal-engine/your-first-ad-surface.md), [Unity](/documentation/unity/your-first-ad-surface.md)).
3. **Having fun with it** - Together we determine what works well in your game. We brainstorm the most fun integration possible.

If you want the full picture before you touch the editor, start with [How it works](/documentation/how-it-works.md).
