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Facebook Instant

The most feature‑rich channel FRVR ships to (context switching, native IAP, friends, leaderboards, tournaments, challenges). Facebook reviews against their platform policies on top of the global FRVR baseline.

Facebook Instant doesn’t expose player data (names, avatars, friend lists) to the game. Any social UI MUST be rendered via FRVR.shield overlays. Shield receives the data inside Facebook’s context and renders it on top of the canvas; the game never sees raw values. Drawing names, photos, or any player‑identifiable Facebook data inside your own canvas is technically impossible and a policy violation.

The game SHOULD NOT call any FBInstant.* API directly. The FRVR SDK wraps everything (init, context switches, sharing, IAP, ads, leaderboards, social) and adds analytics tagging plus consent gating. Going around the wrappers breaks reporting and consent.

Facebook signs the player in automatically.

Use FRVR.locale.get(). The global rules apply.

  • MUST use Facebook Payments via FRVR.iap. External payment processors are not allowed.
  • MUST consume consumables via the FRVR module. Unconsumed purchases auto‑refund after a grace period.
  • MUST use FRVR.ads. The channel bundle picks Facebook’s ad SDK.
  • Interstitial frequency is enforced by FRVR’s throttling and Facebook’s policy.
  • Cross‑promotion to other Facebook Instant Games MUST go through FRVR.navigation. Hard‑linking another game’s URL is not allowed.
  • MUST NOT persist Facebook IDs or names outside cloud storage.
  • MUST NOT persist the FRVR player ID outside cloud storage, and MUST NOT send it to FRVR.tracker (or any analytics) as an event or user property.
  • For approved third‑party analytics, deletion webhooks MUST be configured with FRVR before going live (see Privacy › External calls).
  • Facebook player data is subject to Facebook’s Platform Terms, including annual penetration testing, named data‑protection contacts, and breach‑notification timelines. Standing those up per studio is expensive. For this reason, Facebook Instant games SHOULD use FRVR.cloudStorage and FRVR.tracker exclusively. FRVR maintains the compliance posture, so the studio inherits it.

Global budgets apply, plus Facebook’s performance recommendations:

  • Initial load SHOULD be < 5 MB (stricter than the global 15 MiB).
  • Total bundle SHOULD be < 50 MB.
  • MUST work in the in‑app browser on both Android and iOS Facebook apps.
  • MUST comply with Facebook Community Standards and Instant Games policies.
  • MUST NOT target under‑13 players.
  • UGC requires a moderation plan (Shield + report flow).