> 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/staying-in-control.md).

# Staying in control

In-game advertising only works if it respects the game. The integration is built so you keep the final say at every level.

## You place every placement

Nothing appears anywhere you didn't put it. There's no automatic scanning of your scenes, no system that inserts ads on its own. A slot exists because you added an actor and gave it an ID. If a placement isn't in your level, no ad can show there — that's true for both 2D surfaces and 3D products.

## You set the look and fit

You choose the mesh or placeholder, the size, the orientation, and the aspect ratio. You pick spots that fit your art direction and your world — a period-appropriate poster in a 90s setting, a trackside banner in a racing game, a product on a shelf. The fallback is yours too, so the "empty" state is on-brand by default.

## You keep editorial say over what runs

Advertising is matched to fit your game's style, setting, and audience — that's the point of intrinsic placement. Beyond the fit itself, your agreement with us gives you the right to decline specific ads that you consider incompatible with a particular game's context, tone, or audience, alongside category-level exclusions. The commercial terms are where those controls are defined; this is a summary, not the contract.

## You can remove it cleanly

There's no lock-in at the engine level. Disabling the plugin and deleting the actors returns the project to where it was. Your geometry and materials are untouched, because 2D creatives are applied to runtime dynamic material instances and 3D models are loaded at runtime — nothing is baked into your source assets.

## Players

Placements are part of the world, not interruptions — no pop-ups, no interstitials, no autoplay video. The design goal is that a placement reads like set dressing, because that's what keeps players from resenting it. View-time is measured only while a placement is genuinely on screen and unoccluded, so reporting reflects real attention rather than inflated counts.


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