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Instant Games

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Instant Games

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Instant Games - Entwickeln eines Spiels

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Instant Games Allgemeine Informationen

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Instant Games - Screenshots

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Instant Games Video

Note : context updates are not sent outside Messenger. It can be useful to tailor your experience by using the context.

You can switch to a more appropriate context using context. The Game Bot gives your game a powerful channel for re-engagement - check our Game Bot setup guide to create one.

Now that you know how to build and configure your Instant Game and your Game bot , make sure to check the guides below:.

Docs Tools Support. You can download the source code below: Demo Source Code Github. First steps with the SDK After you setup your App , you are ready to take the first steps: Create your game client Now that your app is setup, you need to start creating your game client.

Test and Upload your game Instant Games content is hosted on Facebook infrastructure, so you don't need to host the game content on your own or use third-party services.

To upload the. Choose the. Context Updates Context defines any environment in which a game can be played. Step 1: Declare templates on a configuration file To declare your custom updates, you need to create a configuration file called fbapp-config.

Optional Set up a Game Bot for re-engagement The Game Bot gives your game a powerful channel for re-engagement - check our Game Bot setup guide to create one.

Next steps Now that you know how to build and configure your Instant Game and your Game bot , make sure to check the guides below: Guides - Guides to help you make the most of the platform features Best Practices - Best practices and tips to optimize your game's performance Launch Checklist - Everything you need to check before submitting your game FAQ - Frequently Asked Questions and Troubleshooting.

They will be re-added once implemented. Newer releases will always have the version appended to the filename. The latest version will always be available at fbinstant.

Docs Tools Support. Changelog Version 6. Offline matchmaking Previously, matchmaking has been synchronous, blocking the game for the player while they wait.

This release adds an asynchronous option to "matchPlayerAsync". Players starting an offline match will be added to a group thread right away, and players can leave the game while waiting more players to join.

Once matched with others, if still in the game, the player will be added and switched into that matched thread's context.

For example, you can now access the player's locale, or entry point data, while the game is loading. This should help you reduce secondary loading screens and overall loading requirements for your games.

Earlier mobile releases will exhibit the prior behavior, so make sure to check for any updated values after "startGameAsync" resolves.

Version 6. We've added an additional parameter to specify whether you want the game to switch into the newly created context right after the player is matched, or wait until the player has clicked 'Play' in the toast.

A robust suite of APIs are provided, allowing games to fetch their leaderboards, query score entries, set new scores with support for arbitrary metadata attached to the score , and push structured leaderboard updates to Messenger threads.

This is currently in private beta, so please reach out to your partner manager if you're interested in helping test integration of Game Switch API within your games!

Version 5. These allow the game to fetch its catalog and player purchases, as well as perform and consume purchases.

Currently in private beta. Requires game to be configured for Ads on Instant Games. Content and code samples on this page are subject to the licenses described in the Content License.

About the platform. Google is committed to advancing racial equity for Black communities. See how. Android Developers.

Instant Games Video

For more information on the supported configurations, please refer to the Bundle-based configuration section.

For this demo, the file contents should be as follows:. The custom update template configuration allows us to assign an ID to each specific custom update which results in better analytics.

It is mandatory to assign template IDs for all games. Once your template has been declared in your configuration file, you can use it to populate the mandatory template field in FBInstant.

Here's how the call is used in Tic-Tac-Toe to tell the opponent that it's their turn. For best practices, including when to message other players, when to notify them and what content to include in these updates, refer to our Best Practices guide.

Note : context updates are not sent outside Messenger. It can be useful to tailor your experience by using the context. You can switch to a more appropriate context using context.

The Game Bot gives your game a powerful channel for re-engagement - check our Game Bot setup guide to create one. Now that you know how to build and configure your Instant Game and your Game bot , make sure to check the guides below:.

Docs Tools Support. You can download the source code below: Demo Source Code Github. First steps with the SDK After you setup your App , you are ready to take the first steps: Create your game client Now that your app is setup, you need to start creating your game client.

Test and Upload your game Instant Games content is hosted on Facebook infrastructure, so you don't need to host the game content on your own or use third-party services.

To upload the. Choose the. Context Updates Context defines any environment in which a game can be played.

Step 1: Declare templates on a configuration file To declare your custom updates, you need to create a configuration file called fbapp-config.

Optional Set up a Game Bot for re-engagement The Game Bot gives your game a powerful channel for re-engagement - check our Game Bot setup guide to create one.

Next steps Now that you know how to build and configure your Instant Game and your Game bot , make sure to check the guides below: Guides - Guides to help you make the most of the platform features Best Practices - Best practices and tips to optimize your game's performance Launch Checklist - Everything you need to check before submitting your game FAQ - Frequently Asked Questions and Troubleshooting.

For example, you can now access the player's locale, or entry point data, while the game is loading. This should help you reduce secondary loading screens and overall loading requirements for your games.

Earlier mobile releases will exhibit the prior behavior, so make sure to check for any updated values after "startGameAsync" resolves.

Version 6. We've added an additional parameter to specify whether you want the game to switch into the newly created context right after the player is matched, or wait until the player has clicked 'Play' in the toast.

A robust suite of APIs are provided, allowing games to fetch their leaderboards, query score entries, set new scores with support for arbitrary metadata attached to the score , and push structured leaderboard updates to Messenger threads.

This is currently in private beta, so please reach out to your partner manager if you're interested in helping test integration of Game Switch API within your games!

Version 5. These allow the game to fetch its catalog and player purchases, as well as perform and consume purchases. Currently in private beta.

Requires game to be configured for Ads on Instant Games. Player Stats API to set, get, and atomically increment integer stats associated with the player.

This is complemented by new additions to the Bundle Config, which allow configuring metadata for player stats in order to surface stats through Facebook platform-level integrations.

Currently, the usual player information is supported: player ID, name, and photo url. Only one check per session in a context is allowed; subsequent requests will simply return the original result.

This will allow games to request filters on the context suggestions, including setting bounds on the context size, restricting results to only new unplayed contexts, and including an extra section for existing challenges.

They no longer have an 'id' property. Instead, they now provide the following properties:. While a mobile web player is not publicly available yet, it will use this platform type when released.

Games should ensure that controls are properly set for this platform type in order to provide the best experience for all players.

The client implementations are still in progress, but developers may integrate these options into their games now.

The initial set of supported options are: minSize - The least amount of players the game would like in a suggested context maxSize - The most amount of players the game would like in a suggested context filters - An array of filters.

Version 3. Useful for only surfacing functionality that is available to the game. Player data is normally persisted in the background, so this provides a way to explicitly know whether a change has been persisted or not.

The specified player must be a connected player of the active player. This is mainly useful when the game needs to send an important update, but has a pending update that is less valuable and should be cleared in order to prioritize the new update.

See documentation for updateAsync for details. Version 2. Version 1. This effort resulted in the following renames: FBInstant.

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