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content/common/navigation/avatar/guides.yaml

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path: /art/accessories/automatic-skinning-transfer
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- title: Thumbnails
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path: /marketplace/custom-thumbnails
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- title: Validation Errors
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- title: Validation errors
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path: /art/validation-errors
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- title: 3rd party add-ons
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section:

content/common/navigation/engine/reference.yaml

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type: engineapi
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source: /reference/engine/enums/PositionAlignmentMode.yaml
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ignoreTranslation: true
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- title: PredictionMode
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path: /reference/engine/enums/PredictionMode
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type: engineapi
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source: /reference/engine/enums/PredictionMode.yaml
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ignoreTranslation: true
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- title: PreferredInput
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path: /reference/engine/enums/PreferredInput
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type: engineapi

content/en-us/art/accessories/accessory-fitting-tool.md

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If you are intending to sell your accessory on the Marketplace, make sure your accessory model design adheres to the [Marketplace Requirements](../../marketplace/marketplace-policy.md).
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</Alert>
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## Setting up Accessories
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## Set up accessories
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The first stage of the Accessory Fitting Tool allows you to configure the type of accessory to correctly populate the correct fitting tools and generate the appropriate accessory object. When selecting the type of accessory, the following options are available:
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<img src="../../assets/accessories/accessory-fitting-tool/Preview-Display.png" />
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## Testing Accessories
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## Test accessories
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After you provide the initial accessory details, the tool displays a preview panel. With the preview panel, you can test how your accessory looks on different combinations of character bodies, clothing items, animations, or even custom assets in your experience.
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<Alert severity = 'info'>
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At any point of the testing process, you can start a [Play test](../../studio/testing-modes.md#playtest-options) to launch an instance of your experience where your avatar is replaced with the currently selected character body and accessories from the AFT.
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</Alert>
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If you notice any fitting issues with your accessory, you can use the [Editing](#editing-accessory-fit) tools to make minor adjustments to your accessory.
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If you notice any fitting issues with your accessory, you can use the [edit](#edit-accessory-fit) tools to make minor adjustments to your accessory.
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### With Different Bodies
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### With different bodies
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You can select different bodies to test the fit and wear of your accessories. The AFT supplies several default character models you can use to ensure your accessories fit as expected.
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1. If two character tiles are selected, click a selected tile to deselect it.
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2. In the character preview, **click** and **drag** to rotate and **right-click** to pan to inspect your character.
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### With Different Clothing
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### With different clothing
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You can select different clothing accessories to test the fit and layering of your caged accessories. The AFT supplies several default character models you can use to ensure your accessories fit as expected.
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2. In the character preview, **drag** and **drop** the accessory boxes to change the layer order.
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3. In the character preview, **click** and **drag** to rotate and **right-click** to pan to inspect your character.
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### With Animations
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### With animations
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You can select different animations to test the movement of your accessory asset. The AFT supplies several default animation assets you can use to ensure your accessories fit as expected when a model is performing various movements.
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1. In the catalog, press the play and pause icon to control the playback.
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2. In the character preview, **click** and **drag** to rotate and **right-click** to pan to inspect your character.
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### With Custom Assets
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### With custom assets
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You can add custom character models, clothing accessories, and animations that are part of your workspace to the AFT preview catalog. Use this functionality to verify that your accessory works with any other custom models or accessories they may interact with in your experience.
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<img src="../../assets/accessories/accessory-fitting-tool/Custom-Asset.png" />
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## Editing Accessory Fit
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## Edit accessory fit
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The Accessory Fitting Tool populates different fitting tools depending on the type of accessory being created.
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### Layered Clothing
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### Layered clothing
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When editing clothing items, the following tools populate in the viewport:
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</tbody>
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</table>
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#### Cage Editing
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#### Cage editing
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When the Cage Editing interface is enabled, additional tools display in the viewport. The viewport also displays the vertices of the selected cage over the mannequin, allowing you to make positional edits to the cage and change how a clothing item can fit on a body.
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2. Set the **Falloff Distance** depending on the number of vertices being adjusted at once.
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<img src="../../assets/accessories/accessory-fitting-tool/Edit-Vertex-Example.png" />
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### Rigid Accessories
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### Rigid accessories
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When fitting rigid accessories, a bounding box appears around the mannequin indicating the possible placement of that specific type of accessory. You can **position**, **rotate**, and **scale** objects within this bounding box to ensure your accessory fits on different character models.
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</figure>
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</GridContainer>
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#### Generate Legacy Accessory
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#### Generate legacy accessory
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At this time, if you intend to sell your rigid accessory on the Marketplace, you must select **Generate Legacy Accessory** instead of **Generate MeshPart Accessory**. PBR textures are not yet supported for legacy accessories and the tool automatically applies your colormap to your mesh's textureID.
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<img src="../../assets/accessories/accessory-fitting-tool/Generate-Legacy-Accessory.png" alt="A dropdown appears above the GenerateMeshPartAccessory when expanded, displaying a Generate Legacy Accessory option."/>
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## Creating Accessory
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## Creating accessory
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You can create the accessory at any time. The tool applies any fit changes and generates the appropriate Accessory instance in the workspace depending on the type of accessory selected and any configurations applied.
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content/en-us/art/accessories/from-existing.md

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While this content covers the Blender workflow with a provided reference example, you can apply the same concepts to other third-party modeling applications and custom assets.
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</Alert>
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## Modeling setup
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## Setup model
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Whether you are using an existing shape or creating your own 3D object, it's important to consider [technical requirements](../../art/accessories/specifications.md), such as keeping your geometry within a polycount budget, and [policy requirements](../../marketplace/marketplace-policy.md), such as ensuring your design does not infringe on other creator's IP both within and outside of the Roblox ecosystem.
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There are many tools and workflows to create your own unique asset. For additional suggestions, try creating different asset types, such as shoulder pads or belts, or importing a reference model into Blender as a mannequin to sculpt and shape your cosmetics from scratch.
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</Alert>
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## Texturing
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## Apply texture
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**Texturing** is the process of applying a surface appearance to a 3D object. Blender provides various tools and features to create and connect your own texture maps to your asset, allowing you to preview your model's final appearance and link the texture images to your exported file.
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<img src="../../assets/art/accessories/creating-rigid/Blender-Apply-Transforms.png" />
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## Export
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## Export from modeling tool
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After modeling and texturing your asset, you can begin the process of **exporting** your Blender project as a `.fbx`. The start of this process includes cleaning up your project, which can involve deleting or removing any extra objects, such as lights, cameras, or mannequins, to ensure you only export the accessory mesh, and applying any modifiers to your mesh object.
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Along with deleting your extra objects and mannequins, an often forgotten cleanup step involves **applying your transformations**, also known as **freezing your transforms**, by setting your orientation, rotation, and scale deltas to zero. Failure to apply any transformations can result in unexpected behavior and orientation when importing the mesh in Studio.
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To freeze your transforms:
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1. In Object mode, select your mesh object.
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2. Navigate to **Object** > **Apply** > **All Transforms**.
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<img src="../../assets/art/accessories/creating-rigid/Blender-Apply-Transforms.png" />
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To export your model as a `.fbx`:
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1. In the topbar, click **File**.
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2. Select **Export**, then **FBX (.fbx)**.
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3. On the right-hand side of the file view window, change the **Path Mode** property to **Copy**, then toggle the **Embed Textures** button.
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<img src="../../assets/modeling/skinned-meshes/Blender-Export-Settings-1.png" width="320" />
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4. Set the **Transform** > **Scale** to `.01`. This is required to maintain scale size for `.fbx` exports.
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<img src="../../assets/modeling/skinned-meshes/Blender-Export-Settings-2.png" width="320" />
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5. Click the **Export FBX** button.
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For the latest export settings for Blender, see [rigid accessory export settings](./export-settings.md).
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<Alert severity = 'success'>
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You've completed the exporting section of this tutorial. If desired, download a [reference sample](../../assets/art/accessories/creating-rigid/Rigid_Mask_Export.fbx) of this exported file for comparison. You can use this reference in the next importing step.
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</Alert>
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## Import
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## Import to Studio
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Studio's 3D Importer provides a quick and easy way to import third-party 3D assets into your projects. The importer provides object previews and error-checking to ensure that your asset meets Studio's general 3D requirements.
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</Alert>
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## Validation
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## Upload and publish
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After generating your `Class.Accessory` item, you can now begin the process of **publishing** the asset to the Marketplace. This step is optional and only applicable for creators who intend to sell their asset.
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The publishing process involves three major steps:
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1. **Validation** - Validation occurs locally at the start of the upload process. This ensures that the accessory meets all of the technical requirements before uploading.
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2. **Moderation** - After uploading, Studio sends the asset to the Moderation queue. Moderation typically completes within 24 hours.
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3. **Ready-for-sale** - Once the asset clears moderation, you can set your marketplace settings and enable the asset for sale.
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If you intend to sell the asset on the Marketplace, use the following steps to begin the validation and upload process:
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1. In the **Explorer** window, right-click your accessory object and select **Save to Roblox…** from the contextual menu.
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2. In the **Asset Configuration** window, set the **Content Type** to **Avatar Item**.
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3. Complete the following fields (you can adjust them later):
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1. **Title**: The name of your accessory.
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2. **Description**: A short description of your asset.
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3. **Asset Category**: The type of accessory. This should match the Accessory Type selected during the [Fitting and conversion](../../art/accessories/creating-rigid/converting.md) process.
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4. **Creator**: Use the dropdown to select if you'd like to publish this asset as an individual or as part of an associated group.
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<img src="../../assets/art/accessories/creating-rigid/Validation-Successful.png" />
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4. After you select the **Asset Category**, Studio begins validating the asset to ensure that it matches Roblox's accessory technical requirements.
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1. If set up correctly, the window displays a green Validation Successful confirmation.
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2. If you see an error `Could not find a Part called Handle...`, you may have published your accessory as a MeshPart instead of a legacy accessory. See [Use the Accessory Fitting tool](#convert) step 6 for more information.
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3. If other errors appear, see the error messages for specific details. Some errors may require going back to the modeling software and adjusting the asset.
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5. If the validation is successful, you can submit the asset to the upload and moderation queue for a fee. See [Fees and commissions](../../marketplace/marketplace-fees-and-commissions.md) for current fee information.
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## Publish
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After uploading your asset for moderation, you can check your asset's current moderation status in the **Avatar Items** tab of your [Creator Dashboard](https://create.roblox.com/dashboard/creations). Moderation can take up to 24 hours during which a placeholder icon is used on the creation page.
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After moderation completes, your item's publishing details become available to edit and enable for sale. See the following for an overview on the various sale options available:
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For additional information and instructions on this process, see [uploading and publishing instructions](../../marketplace/publish-to-marketplace.md).
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<iframe width="800" height="450" src="https://www.youtube-nocookie.com/embed/swQW2VS9ZMA" title="YouTube video player" frameborder="0" allow="accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
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<br />
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content/en-us/production/promotion/rewarded-video-ads.md

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end)
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For more information, see the [`AdService` API reference documentation](../../reference/engine/classes/AdService.yaml).
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Use placements to track the performance of individual rewarded video ads inside your experience.

content/en-us/reference/engine/classes/AdService.yaml

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summary: |
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A class that allows the display of mobile video ads.
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description: |
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A service for displaying mobile video ads as a form
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of monetization. Use it to implement rewarded video ads in your experience.
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A service for displaying mobile video ads as a form of monetization. Use it to
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implement rewarded video ads in your experience.
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code_samples: []
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inherits:
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properties: []
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methods:
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summary: 'Creates a reward to give users who watch an entire video ad.'
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description: 'Creates a reward to give users who watch an entire video ad.'
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summary: |
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Creates a reward to give users who watch an entire video ad.
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description: |
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Creates a reward to give users who watch an entire video ad.
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code_samples: []
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parameters:
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- name: devProductId
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type: int64
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default:
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summary: 'The ID of the developer product you want to grant as a reward.'
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default: ''
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summary: |
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The ID of the developer product you want to grant as a reward.
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tags:
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deprecation_message: |
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`Class.AdService.ShowVideoAd|ShowVideoAd` has been decommissioned and is no longer operational.
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`Class.AdService.ShowVideoAd|ShowVideoAd` has been decommissioned and is
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no longer operational.
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security: None
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capabilities: []
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capabilities: []
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summary: 'Checks if a video ad is available to be played to the current user inside the experience.'
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description: 'Checks if a video ad is available to be played to the current user inside the experience.'
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Checks if a video ad is available to be played to the current user inside
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the experience.
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Checks if a video ad is available to be played to the current user inside
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the experience.
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The format of the requested ad. For example, `RewardedOnDemandVideo`.
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- type: Variant
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description: 'Plays the video ad to the current user inside the experience.'
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Plays the video ad to the current user inside the experience.
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Plays the video ad to the current user inside the experience.
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The `Player` object for whom you are fetching the ad for.
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The reward object for the reward you want to grant the user who
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summary: 'The ID of the placement of the rewarded video ad inside the experience. Allows for reporting on the performance of individual ad placements.'
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summary: |
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The ID of the placement of the rewarded video ad inside the
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placements.
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`Class.AdService.VideoAdClosed|VideoAdClosed` has been decommissioned and
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is no longer operational.
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security: None
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capabilities: []
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