Lifecycle (Cocos)
Compared with the Web SDK lifecycle, where a plain JS game must register five callbacks explicitly, Cocos needs nothing. When an interstitial or rewarded ad opens, the extension:
- Pauses the Cocos director (your scheduler, tweens, animations stop).
- Suspends the audio engine (music doesn’t play over the ad).
- Resumes both when the ad closes.
You get these behaviours for free once the extension is enabled and the FRVRSDK component is attached to your first scene.
What you do still care about
Section titled “What you do still care about”- Loading progress. Drive the channel splash via the component’s
autoTrackLoadingflag, or callFRVRSDK.instance.setLoadingProgress(0..1)/completeLoading()manually. See Cocos quickstart. - Scene transitions. If a long‑running scene load happens after
completeLoading, pause your gameplay yourself — the SDK has already handed control to your game.
If you need to react to pause/resume in game code
Section titled “If you need to react to pause/resume in game code”Listen to Cocos’s own events — they’ll fire because the extension is driving the same pause/resume state:
Don’t try to reach into the extension’s internals — it owns the wrapper side and can change.