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Pick your engine

FRVR SDK ships integrations tuned to four common game‑engine stacks. Pick yours and jump to its quickstart; the module pages cover the underlying concepts (ads, IAP, analytics, …) and work the same way across all four.

EngineWho it’s forIntegration styleQuickstart
Web / JavaScriptPixiJS, Phaser, plain Canvas, WebGL, or any framework that compiles to JSTwo <script> tags + window.FRVR.* callsWeb quickstart
UnityUnity games exported to WebGL.unitypackage with a C# wrapper (FRVRSDK.Ad.*, FRVRSDK.IAP.*, …)Unity quickstart
Cocos CreatorCocos Creator 3.8.0+ built for webExtension that exposes FRVRSDK.instance.* to TypeScriptCocos quickstart
Construct 3Construct 3 games built for webC3 plugin — drop a FRVR SDK object in your project, then use events/actionsConstruct 3 quickstart
  • Same underlying SDK, different API shape. Each wrapper exposes the flavour that’s idiomatic in its engine — JS promises for web, C# callbacks for Unity, a TypeScript singleton for Cocos, events/actions for Construct. The JS SDK’s full surface is the superset; Unity/Cocos/Construct expose the pragmatic subset each engine actually needs.
  • FRVR picks the channel bundle for you. Your game code is the same across web, Facebook Instant, iOS, Android, Samsung, Xiaomi, … FRVR’s release pipeline injects the right channel bundle per release.
  • Local dev uses the dev channel. All four wrappers load frvr-channel-dev for you locally, which stubs ads / IAP / storage so you can walk the flows without a live provider.
  • You can’t pick a production channel yourself. Wrappers don’t expose a way to load frvr-channel-facebook-instant.min.js etc. directly in your source — that’s FRVR’s job.
  • Raw HTML5 (PixiJS / Phaser / custom JS)?Web.
  • Exporting from Unity to WebGL?Unity.
  • Publishing from Cocos Creator?Cocos.
  • Building in Construct 3?Construct 3.

Once you’ve done the quickstart, every module in the sidebar applies to you — Ads, IAP, Analytics, Leaderboards, etc.