Ads (Construct 3)
The FRVR SDK plugin exposes ads as regular Construct 3 actions / triggers / expressions. You never write JavaScript — everything is on the event sheet.
What the plugin gives you
Section titled “What the plugin gives you”Actions
| Action | Does |
|---|---|
| Show interstitial ad | Full‑screen break between levels. Fire‑and‑forget. |
| Show rewarded ad | Opt‑in ad that grants a reward when watched to the end. |
| Show rewarded interstitial ad | Alias of the rewarded flow (shown as a rewarded ad). |
| Show banner ad / Hide banner ad | Persistent strip; stays up until hidden. |
Triggers
| Trigger | Fires when |
|---|---|
| On reward granted | Rewarded ad was watched to the end — give the reward here. |
| On ad skipped | Rewarded ad was shown but dismissed before the end (user skipped) — no reward. |
| On ad error | The ad failed to show, nothing was available, or it returned an unexpected result. |
| On ad finished | The ad closed normally (after a completed watch or a skip). Good place to resume the game / re‑enable UI. Not fired on error. |
Expressions
| Expression | Returns |
|---|---|
FRVR SDK.LastAdResult | The most recent rewarded outcome: "completed", "delivered", or "error". |
FRVR SDK.LastAdError | The error message from the most recent On ad error (empty otherwise). |
Show an interstitial
Section titled “Show an interstitial”No reward handling — the action is fire‑and‑forget. The next interstitial is subject to the SDK’s default throttle (≈5 min between interstitials; the first ~100 s of a session are blocked). See Web SDK ads for the throttling rules.
Show a rewarded ad
Section titled “Show a rewarded ad”A rewarded ad has three possible outcomes, and each one maps to its own trigger. This mirrors the SDK’s COMPLETED / DELIVERED / error model — see Web SDK ads → Show an ad.
- On reward granted only fires on a genuinely completed watch — never on skip, dismiss, or error — so it’s always safe to hand out the reward there.
- On ad skipped is the explicit “user bailed out” signal. Show a distinct message and grant nothing.
- On ad error covers everything else: no inventory, throttled, or a rejected request.
Re‑enable UI after the ad closes
Section titled “Re‑enable UI after the ad closes”On ad finished fires once the ad closes — after both a completed watch and a skip (but not on error). Use it to resume your game or re‑enable buttons regardless of whether the reward was earned:
Because it doesn’t fire on the error path, also re‑enable the button under On ad error (as shown above).
Read the result / error text
Section titled “Read the result / error text”Inside any of the triggers you can read the outcome with expressions — handy for logging or a single shared handler:
FRVR SDK.LastAdResult returns "completed", "delivered", or "error" for the last rewarded ad.
Banners
Section titled “Banners”A note on readiness
Section titled “A note on readiness”The current Construct plugin does not expose a “rewarded ready” condition. Rather than gate the button on readiness, leave it tappable and handle the outcome: if no ad is available the request resolves through On ad error, where you show a “try again shortly” message and re‑enable the button.
The underlying Web SDK does expose isReady / isSupported (see Web SDK ads → Gate your UI on readiness), but those aren’t surfaced as Construct ACEs yet.
Related
Section titled “Related”- Ad waterfall / throttling / readiness concepts: Web SDK ads.