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Claude Haiku 3.5

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What does “Key” mean in Custom Frequency Restrictions?
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Based on the documentation, I'll explain the "Key" field in Custom Frequency Restrictions. **Source:** [Interstitials Configuration](https://tripledotstudios.atlassian.net/wiki/spaces/KB/pages/3705274372) ## What is the "Key" in Custom Frequency Restrictions? The "Key" is an **identification key** in the Custom Frequency Restrictions section that serves two primary purposes: 1. **Unique Identifier**: - It helps identify and track a specific frequency restriction configuration - Allows you to create unique rules for different game events or scenarios 2. **Flexible Configuration**: - You can either: - Create a new, unique key - Reuse an existing key from the Ad Config ### Example Use Cases - **Game Progress Tracking**: Different keys could represent: - Level completions - Game rounds - Specific in-game events - **Granular Ad Control**: Use different keys to have nuanced control over when ads appear based on specific game states ### Key Characteristics - **Type**: String/Text identifier - **Flexibility**: Can be created or reused - **Purpose**: Track and manage custom frequency restrictions for interstitial ads ### Practical Implementation When configuring Custom Frequency Restrictions, you'll: 1. Enter a unique or existing key 2. Set the **Min count allowed between Interstitials** 3. Optionally configure reset conditions ![Custom Frequency Restrictions](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3705274372/image-20250627-171119.png?version=1&modificationDate=1751044281469&cacheVersion=1&api=v2&width=777&height=574) By using keys strategically, you can create sophisticated, context-aware ad frequency management in your game.