> 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/reference/faq.md).

# FAQ

### Does this change my game's code?

No. The integration is an actor you place in a level and configure in the editor. There's no engine modification and no hook into your gameplay, save, or build systems.

### Do I need a programmer to integrate it?

No. On Unreal the plugin is a precompiled build — enable it, paste your project key once, drag in actors. On Unity it's a package you install, then drag in a prefab or add a component. No compiler or scripting work either way. Engineers who want to review the source are welcome to ask, but it isn't required to integrate or ship.

### How long does it actually take?

Two different numbers, and we keep them separate on purpose. One-time setup (install, enable, paste your project key) is a few minutes. Adding a placement after that is seconds — drag in a prefab or actor, position it, set the slot.

### What's the project key for, and why don't individual placements need one?

The project key, set once in Project Settings, links the plugin to your studio's bxg account. That account link is what authenticates requests and attributes bookings and revenue to you. Because the account is already established, each placement only needs its slot ID — there's no per-surface credential to manage.

### How is revenue attributed to us, and can someone spoof our slots?

Slots are issued under your authenticated account, and requests are validated on our side against that account. A slot ID on its own isn't a free-for-all; it only resolves to bookings and revenue within the account it belongs to. If you want to go deeper on how that's enforced, ask us — happy to walk your engineers through it.

### We have a strict "no third-party SDKs" policy. Now what?

Common at mid-size and larger studios, and we built for it. Two options: the integration is genuinely lightweight and self-contained if your policy allows a reviewed plugin, and your engineers are welcome to read the source. If a hard policy rules that out, we offer **Managed Integration** — we do the integration setup on the project with you rather than handing you an SDK to adopt. Tell us which fits and we'll route accordingly.

### What shows if there's no campaign, or the player is offline?

Your fallback. For a 2D surface that's the fallback texture you set; for a 3D placement the spot stays empty (or shows your placeholder model). There is no blank or broken state. See [Performance & impact](/documentation/reference/performance-and-impact.md).

### How are impressions measured?

By real view-time: once a second the SDK checks whether a placement is within the player's view and not occluded, and counts time only while it genuinely is. That view-time is reported back, tied to a privacy-preserving per-player identifier, and is the basis for billing and reporting. It is not a raw "the level loaded" count.

### What about player data and privacy?

Impressions are reported with a privacy-preserving, pseudonymous per-player identifier rather than personal data. Responsibility for any required player consents and disclosures sits with the publisher under the agreement, and ad-content compliance per market sits with the advertiser. Those allocations are defined in the commercial terms — this FAQ is a summary, not the contract.

### Do you support 3D product placements?

Yes, on both engines. Add the 3D placement (an **AdPlaceholder3D** actor in Unreal, an **Ad Refresher 3d** component in Unity), give it a slot, and a booked 3D model loads at runtime — same slot-and-rotation model as 2D. See 3D product placements for [Unreal](/documentation/unreal-engine/3d-placements.md) or [Unity](/documentation/unity/3d-placements.md).

### Which engine versions are supported?

On Unreal we provide a precompiled build per engine version (current primary target 5.7). The Unity SDK targets the Unity 6.2 generation and supports Built-in, URP, and HDRP. Tell us your engine and version and we'll confirm the right build. See [Requirements & compatibility](/documentation/requirements.md).

### What's the revenue model?

A meaningful revenue share on what runs in your slots, with terms set in your agreement with us. As a pilot partner you're also shaping how the format and selection work, not just hosting it.

### Can we remove it later?

Yes, cleanly. Delete the actors and disable the plugin; your project returns to where it was, with source meshes and materials untouched.


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