I posted under Android but my question applies to all platforms and game engines I think. I couldnt find this information anywhere, and I believe it's crucial to anyone that is developing using Freq Capping.
How does technically Frequency Capping work on the app level (for interstitials):
- it causes the LOAD to fail until the minimum time defined on the UI has passed (ex 10 minutes)? This would mean I have to keep calling Load many times until I get a call that succeeds (ie, after time established on the UI has passed)
- it causes the LOAD to be delayed and finish after the time defined on the UI has passed? This would mean I have to call Load only once and then after a few minutes the Load will finish
- LOAD works normally (succeeds always), but when I call SHOW it ignores/throws exception if it's not the right time yet?
- LOAD works normally, but when I call SHOW it will succeed but wont show anything initially, and suddenly show the interstitial a few minutes later once the freq capping time has passed?
- some other way I cant think of
This is very important for anyone who tries to use Freq Capping to develop correctly/without guessing. If it's in the docs, sorry, just let me know where.
Thanks