Overview
FRVR SDK is a single JavaScript bundle that handles the non‑gameplay parts of shipping an HTML5 game: ads, payments, analytics, auth, storage, leaderboards, push, consent, deep links — and then adapts itself to whichever channel (distribution platform) you’re running on.
How it’s structured
Section titled “How it’s structured”- The core bundle (
frvr-sdk.min.js) is always the same. It’s what your game talks to. - A channel bundle (
frvr-channel-*.min.js) plugs in provider‑specific behavior — Facebook Instant’s ads, Google Play billing, iOS native bridges, etc. You loadfrvr-channel-devlocally; FRVR injects the right channel bundle for you at release time, per platform.
One game build ships to many channels. You don’t branch your game code per platform, and you don’t pick the channel bundle yourself in production.
What goes in FRVR.config
Section titled “What goes in FRVR.config”A single configuration object drives every module. Each module reads only its own key, and any omitted key is safe — that module just uses defaults or stays inert.
See the configuration reference.
The startup shape
Section titled “The startup shape”The calls line up roughly like this:
- Set
FRVR.configand wire every lifecycle hook —onSuspend,onResume,onAudioSuspend,onAudioResume,onGamePause. Missing any of them is a shipping bug. - Call
FRVR.init()— builds all modules. - Call
FRVR.bootstrapper.init(), load your game, thenFRVR.bootstrapper.complete()— shows a channel‑appropriate splash while you load.
Step 1 is the one that takes actual work. On raw HTML5 (no engine) you need to wire each hook into your own update loop, audio mixer, and UI — there isn’t a generic “pause everything” API in the browser. Unity and Cocos plugins make this lighter because those engines already have pause/resume and audio mixers you can forward to.
Full walkthrough: see the lifecycle page for your engine — Web, Unity, Cocos, Construct 3.
What next
Section titled “What next”- Pick your engine — Web, Unity, or Cocos
- Lifecycle — what the SDK needs from your game, per engine: Web · Unity · Cocos · Construct 3
- Configuration — every key, annotated
- Modules — each feature, with a live demo you can poke
- Channels — reference for what FRVR injects per platform