The Engage in game campaign engine can be used to serve promotional images back to your game to populate fixed slots in your user interface.

The following tutorial shows how to setup campaigns to deliver promo images to each specific banner location in your game based on player segment and campaign logic that you configure on the deltaDNA portal.

It also shows how to instrument your game to check for banner images, download and apply them.



Please Note : This tutorial is a work in progress and you’ve got early access 🙂

Over the coming week or two we’ll tighten up the code, add some more advanced functionality like rewards, deeplinks, banner duration rules etc.. and generally polish it up with better graphics and more detailed explanation.

But for now… it should be enough to let you see what is going on.

Setting up the promotional banner images

Your banner image content can be uploaded to the deltaDNA platform in the Engage > In Game > Actions interface. Create a new “Image Message” action for each banner image that you want to serve to the game.

We won’t be using all the features of an image message with these banner images, no need to add buttons. But we will take advantage of the fact that the images are uploaded to deltaDNA and served to the game client from our CDN. We will also be able to leverage the localization capabilities of the image message and the ability to assign game parameters and actions to the image. But for now, just create an image message for each image, give it a name, upload your image into the background and ensure that the “send Image contents on every Engage request” option is selected.

Setting up campaigns to deliver images to the game.

In this example we have 3 promotional banner slots in fixed positions in our game, so we will create 3 campaigns in the Engage > In Game > Campaigns interface to send content to them. Ultimately you could have more than three campaigns directing content in to these fixed slots, based on different segmentation and campaign criteria logic, but for now 3 campaigns will be used to demonstrate some different behaviours.

You can view these campaigns in the Engage  > In Game > Campaigns interface by filtering it for the promoCheck decision point.

  • The content in promotional banner slot 1 will show the same daily quest content on every request
  • Slot 2 will repeatedly cycle through a sequence of 4  promotional images
  • Slot 3 will use an AB Test to deliver either a Facebook Like or Rewarded Video banner depending on the test variant the player belongs to.Please Note : None of these campaigns have been setup with conversion events to track when the players interact with them, yet!

There are two crucial things to note about these campaigns:

  1. They all use the same promoCheck decision point
  2. The each rely on their own promoLocation parameter that will be passed in to the decision point check from the client and used to determine which campaigns deliver a response.

Instrumenting the game with promo banners

In this Unity tutorial we have created a re-usable promo image prefab object. This means that the game designer can simply drag and drop as many  promo image prefab objects in to the game scene as required and give each a unique promoLocation identifier. The promo image instances will each be able to check with the Engage campaign system for new image content, display it or revert to their default image. The value entered in to the promoLocation slot on the Unity game object instance will determine which campaigns react to its requests.

Essentially, each promo image instance will make a request to the Engage campaign engine each time it is Started or if it is told to Refresh itself.

The actual Engage request looks like this, note the decisionPoint and promoLocation values being set.

From there we simply parse the Engage response to find the image URL,

download the image and apply it to our Banner Image

We haven’t yet added anything to let you click on the promotional image banners and trigger behaviours in the game yet. The next step in the development of this tutorial will be to add additional Game Parameters to the image message action and use them to instruct the game on particular actions to take. e.g. Rewards, Deeplinks etc.. We will also add some parameters to give the game more control over the duration it should display each banner for, when it should automatically try and refresh and give it the ability to overlay dynamic information over the image for countdowns etc..

We will also be adding some event recording when banners are clicked so we can report on their usage and measure success.

You can download the full Unity project and source code for this tutorial from the deltaDNA Git Hub repository

Please let us know at [email protected] if you have any use cases that you would like us to explore further in this tutorial, or any suggestions for new tutorials.