Create an Override

Click Create override. Add a name and click Next.

Name your Override.

Targeting

Select the targeting method to use to choose your audience: JEXL (stateless) or Audiences (stateful). If you want to target all players, select True in the condition field below these options.

JEXL (Java EXpression Language) conditions are evaluated against a variety of factors in each request. This method uses contextual data attributes to define the audience for which you want a Rule to apply. You can use multiple criteria, for example:

unity.language == “EN” && app.version > 1.2

This example targets English speaking users who are using an app version greater than 1.2. A Remote Config request is often implemented in the code when making a fetch at the start of a session, but it can be implemented at any time. You can then use that information to segment statelessly. See predefined conditions.

Audiences are grouped by criteria such as behavior (for example, in-game spending, days active) or location. Audiences can be analyzed and targeted with personalized content (Game Overrides) to boost interactions and promote in-app purchases. For example, you can target and send extra lives and boosts to players who have stopped playing at specific points in your game. See Audiences for a list of predefined Audiences.

Choose from stateless or stateful players, or all players by selecting True.

In this example, we’re targeting all Samsung players, and also Chrome browser users.

You can control the percentage of players in this group who will receive your changes. Use this to progressively roll out a new feature. "Audience Targeted" is the percentage of your defined Audience/JEXL group that will receive the Override. For example, if you have 1000 players in the "All Spenders" Audience and target 60% of them, 600 of those players will receive the change and 400 won't.

Click Next

Content

Game Overrides can control Remote Config keys, Cloud Content Delivery (CCD), and various Economy resources. These can be used to make changes to various components in your game directly from the Dashboard.

Choose your content type.

Remote Config

Override the Remote Config keys you have configured in your game.

To make a change to your keys:

  1. On the Content page, select Choose content type.

  2. Select Config Overrides, and select Done.

  3. Set the Key Name to your Key.

  4. Click on the field you want to change and enter the new values in the dialog.

    1. For example, increase the value of your starting balance as shown below.

Add overrides.

You can add multiple content types at once, as outlined in the Economy and CCD sections below. For example, you can enable a new game mode with Remote Config keys, increase the rewards for an Economy Virtual Purchase, and enable new assets with CCD at the same time.

You can add additional keys, and split A/B testing. In this example, the StartingBalance is 500, and the MaximumBalance is 20,000. You can also change the weighting of the groups.

A/B testing.

Economy

Economy overrides allow you to make changes to your Economy configuration for groups of players, schedule changes, and A/B test them, without releasing new versions of your game.

Economy overrides provide a method of making changes to your live game, and give you the flexibility to choose who will see those changes.

Unity Analytics is a prerequisite to enable targeting and A/B test reporting for Economy.

You can override the following Economy resources:

Currency

  1. On the Content page, select Choose content type.

  2. Select Currency, then Done.

  3. Set the Currency name to your Currency.

  4. Click on the field you want to change and enter the new values in the dialog.

    1. For example, increase the initial and maximum balances as demonstrated below.

Inventory Item

  1. On the Content page, select Choose content type.

  2. Select Inventory Item, then Done.

  3. Set Inventory Item name to your Inventory Item.

  4. Click the Custom data field and enter your new value in the dialog.

Note: If you haven’t yet set up an Economy resource and published it, it won’t be available for selection in the content type dialog.

Virtual Purchase

To make a change to a Virtual Purchase:

  1. On the Content page, select Choose content type.

  2. Select Virtual Purchase, then Done.

  3. Set Virtual Purchase name to your Virtual Purchase.

  4. Click on the field you want to change and enter the new values in the dialog.

    1. For example, increase the value of your rewards from 5 to 10 as demonstrated below.

Real Money Purchase

  1. On the Content page, select Choose content type.

  2. Select Real Money Purchase, then Done.

  3. Set Real Money Purchase name to your Real Money Purchase.

  4. Click on the field you want to change and enter the new values in the dialog.

    1. For example, change the rewards received as demonstrated below.

Cloud Content Delivery

Use Cloud Content Delivery overrides to change the Badge Releases for your Buckets. Target assets at different player groups or schedule assets to be available for a time period.

To change your Badge Release for your Buckets:

  1. On the Content page, select Choose content type.

  2. Select Release Badge, then Done.

  3. Set Bucket Name to your Bucket.

  4. Select your Target Badge in the dialog.

    1. For example, setting your development Bucket to use your Halloween Release Badge as demonstrated below.

Scheduling

Click Next and set your schedule. If the End Date is not set, the Override is running indefinitely.

Schedule your Override.

Click Finish. Verify your changes and select Enable to make your changes live. Players will start receiving new content in real-time.

Reporting

If you’re using Unity Analytics, you can see the impact your changes have on your KPIs. On the Details page, select Reporting. You can select a KPI and the dates (today, last seven days, last 14 days, last 30 days, last quarter) to view your data.

The following metrics are available:

  • ARPDAU (Average Revenue Per Daily Active User)

  • Daily play time per DAU (Daily Active User)

  • Return rate

Notes:

  • You can set dates based on holidays, for example, a Halloween mini game for October 31st.

  • You can set priority for overrides for multiple Game Overrides which impacts the same settings; the highest priority wins for that specific key.

  • Overrides themselves can be one variant, or multi variant (for example, A/B test) with weighting. Variant assignment randomly assigns a player to a variant with a predefined chance per variant. An assigned player will always be assigned to the same variant as long as the A/B test Override remains enabled. This can be used to randomize the experience and to measure what effects the changed experiences have.

  • Reporting links to Analytics 2.0; it pulls Game Overrides metrics based on stateful Audience members that have gone through this Override (Data Explorer).

  • You can run Game Overrides in multiple environments.

  • Players can be impacted by multiple Overrides for once, but not multiple keys at once. If a player is eligible for multiple changes to a single key, the priority system is used to determine which key is applied. If an Override is turned off, it's no longer included when we determine which keys to apply. They aren't sticky, so switching off an Override will essentially release all those players.