Telemetry Validation
The WireSyndicate SDK strictly validates telemetry payload data to ensure accurate impression tracking.
Level Design Guidelines
When the WireSyndicatePlacement script is attached to a 3D collider, it begins emitting periodic raycasts from the player's main camera to the placement geometry.
To ensure maximum yield, developers must physically place assets in their Unity scenes to clear the following mathematical thresholds:
- Duration (
durationMs): The uninterrupted Line of Sight must strictly exceed 1500 milliseconds. If the raycast is broken by an obstacle (e.g., an NPC walking in front of the billboard) at 1400ms, the timer resets. - Screen Coverage (
screenCoverage): The placement must occupy greater than 1.5% (0.015) of the player's viewport. If the player is too far away, the impression is discarded as "low impact."
Diagnostic Reporting Requirements (v2.1+)
To maintain full transparency and help developers optimize their spatial layouts, the Unity SDK now requires clients to append three diagnostic integer fields to the /api/v1/telemetry/impressions POST payload:
raycast_fails: The number of times the line-of-sight occlusion check failed during the session.bounds_errors: The number of times the placement drifted outside the camera frustum boundary.spatial_collisions: The number of times physical assets clipped or overlapped the placement mesh.
Note: Legacy SDK versions will default these values to 0. Upgrading to SDK v2.1+ is highly recommended to receive accurate diagnostic telemetry in your Developer Dashboard.