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# Settings reference

The bxg components live in the Inspector. Add **Ad Refresher Texture** for 2D surfaces or **Ad Refresher 3d** for 3D products. (Your account-level **Project Key** is set once in Project Settings, not per object — see [Installing the package](/documentation/unity/installation.md).)

## Common settings (both components)

| Setting                                | What it does                                                                                                                                  | Default           |
| -------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------- | ----------------- |
| **Place Holder Id**                    | The slot we issue to you. Binds this placement to the campaigns booked for it. The one required setting.                                      | `myfirstslot`     |
| **Refresh Timeout**                    | Seconds between in-session refreshes. `0` means load once and keep it. Set e.g. `120` to rotate creatives every two minutes within a session. | `0`               |
| **Ad Face Forward**                    | The direction the surface faces, used for view detection. Correct on the provided prefabs; adjust for custom meshes.                          | `Vector3.forward` |
| **Unscaled Move Center Of Ad Offset**  | Corrects the measured center when a mesh's pivot isn't at the middle of the ad.                                                               | `Vector3.zero`    |
| **Ad Visibility Check Raycast Layers** | Which layers the occlusion raycast considers when deciding whether the player can actually see the placement.                                 | Default layer     |
| **Recently Rendered Grace Seconds**    | Skips the occlusion raycast unless the renderer was on screen recently — a performance optimization. `0` disables it.                         | `1.5`             |

## Ad Refresher Texture (2D only)

| Setting              | What it does                                                                                                                                                  | Default |
| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------- |
| **Material Index**   | Which material slot on the renderer receives the ad texture.                                                                                                  | `0`     |
| **Fallback Texture** | Texture shown when there's no active booking, the player is offline, or a load fails. Strongly recommended.                                                   | none    |
| **Target Material**  | For complex objects made of many meshes, the specific material the ad should replace. The SDK instances a runtime copy rather than editing your shared asset. | none    |
| **Ad Cast Collider** | For complex objects, the specific collider used for the visibility check instead of the renderer bounds.                                                      | none    |

## Ad Refresher 3d (3D only)

| Setting            | What it does                                                                                   | Default |
| ------------------ | ---------------------------------------------------------------------------------------------- | ------- |
| **Should Collide** | Give the loaded model colliders so it behaves as a physical object. Off = fixed display piece. | on      |

## Prefabs

Ready-made surfaces you can drag straight into a scene: **AdFace**, **AdFace 1\_1 Variant**, **AdFace 2\_3 Variant**, **AdFace 3\_2 Variant**. Each comes with the component, a working material, and a placeholder already set up.

## Notes

* 2D creatives are PNG or JPEG; 3D assets are delivered as glTF/GLB and loaded at runtime.
* Downloaded assets are cached in-session, so the same creative isn't fetched twice across multiple placements sharing it.
* Changing **Place Holder Id** is safe at any time; it simply changes which bookings the placement pulls.
* **Render pipelines:** the package supports Built-in, URP, and HDRP.


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