Configuration
FRVR.config is a plain object you set before FRVR.init(). Only gameId is strictly required; every other key is module‑specific and optional.
Common keys
Section titled “Common keys”gameId (required)
Section titled “gameId (required)”Your game’s identifier on FRVR. It’s used by analytics, leaderboards, tournaments, shop, features, notifications — almost everything. Set it once at the top level; any module that wants its own override can set a gameId inside its own config.
tracker
Section titled “tracker”See Analytics. Typical shape:
See Ads. Most channels auto‑configure providers; you rarely need more than:
See IAP. You always need a catalog:
See Auth. For most games an empty object is enough — the active channel picks the right provider:
consent
Section titled “consent”See Consent. On web you typically pick a CMP:
cloudStorage
Section titled “cloudStorage”See Cloud storage:
Options for hosts that draw UI around the game and own the login, which today means FRVR’s native app builds. See Host UI.
| Key | Purpose |
|---|---|
titlebar | false hides the host’s titlebar. Default: the build’s setting. |
auth | false makes the game ignore the host’s FRVR session and keep its own. |
storageSandbox | FRVR.localStorage is kept per player while the host shares its session. false shares it between players. An object with globalKeys / globalKeyPrefixes lists keys to share. |
Setting FRVR.config.iap = { enabled: false } turns purchases off for a build: FRVR.iap.isReady() then stays false.
Per‑channel overrides
Section titled “Per‑channel overrides”Some channels accept their own config nested under channels:
See the channels reference for which keys are read.
Where to set it
Section titled “Where to set it”Always between loading the SDK bundle and calling FRVR.init(). Use the dev channel locally; FRVR injects the production channel bundle for you per release:
Setting FRVR.config after init() has no effect.