Integration Fundamentals
The concepts shared by every Endemic+ integration — how the SDK works, what placements are, how binding connects them to your scenes, and how campaigns go live. Read this once and every engine guide will feel familiar.
How the SDK works
Every engine plugin follows the same runtime model.
The Endemic+ SDK is a lightweight plugin that connects your game to the Endemic+ platform at runtime. It has two jobs: deliver approved campaign creatives onto the placements you've linked, and report anonymous viewability telemetry back to the platform.
The SDK is initialized when your game starts.
It fetches active campaign creatives for your game from the Endemic+ platform.
Creatives are applied to your linked placements — no manual content updates or new builds required.
Visibility changes trigger impression and engagement events during gameplay.
Telemetry is batched and sent asynchronously, then reported on the platform dashboard.
There is no server-side work on your end. The SDK communicates directly with the Endemic+ platform, and all configuration is managed through the dashboard and pulled by the SDK at runtime.
Placements
Placements are the core concept behind every integration.
A placement is an in-game surface or object you register on the Endemic+ platform as available for brand content — a billboard, a poster, a banner, a 3D object, or any visual element that could host branded creative. Each placement is tagged with a type (2D image, animation, or 3D object) so the platform knows how to handle it.
Placements can be used in two ways, and you choose per placement:
Reskinning
Brand creatives replace the placement's visuals at runtime.
- Approved campaign creatives are swapped onto the placement when a campaign is live.
- If no campaign is active, your original visuals remain in place.
- Visuals stay native to your game's art style — you produce and approve every creative.
Measurement-only
The placement is instrumented without changing any visuals.
- No advertiser creatives are applied — your content is untouched.
- Viewability and engagement telemetry runs passively.
- Useful for analytics, A/B testing, and validating placements before monetizing them.
Binding placements to your game
Binding connects a placement registered on the platform to a real object in your scene.
Registering a placement on the platform tells Endemic+ it exists; binding tells the SDK where it lives in your game. Each engine plugin provides tooling to link a registered placement to the corresponding scene element — a GameObject in Unity, a part in Roblox, a mesh in Three.js, and so on.
- Bind each registered placement to the visual element that should host it.
- Once bound, the SDK handles creative delivery and tracking for that placement automatically.
- Bindings are set up once in your editor and persist across sessions and campaigns.
- Test bindings in preview mode to verify placements look correct before going live.
This is where engine guides differ the most — each engine has its own editor workflow for binding — but the concept is identical everywhere.
How campaigns go live
Integration is one half of the story; the other half happens on the platform.
With the SDK integrated and placements bound, campaigns flow through a managed approval process. Nothing appears in your game without your explicit approval.
- 1
An advertiser proposes a campaign
Advertisers discover your game on the platform and select which of your placements they'd like to use.
- 2
You review and approve the creative
The platform provides a shared workspace where you preview exactly how brand content will look in-game, request changes, and approve when it meets your standards.
- 3
The SDK delivers it at runtime
Once approved and live, the SDK applies the creative to the bound placements automatically — no new build, no manual update.
- 4
Measurement flows back
Viewability and engagement telemetry is reported on the platform dashboard for both you and the advertiser.
The shared integration model
All integrations follow the same core steps — differences are mainly in lifecycle hooks and rendering behavior.
Step 1
Install the SDK for your engine
Step 2
Authenticate and connect your game
Step 3
Bind placements to scene elements
Step 4
Test in preview mode and go live
Ready for the engine-specific steps?
Every engine guide walks through this same model with the exact tooling for your runtime. Pick your engine and follow the steps.
Choose Your Engine