# Frameplay Data Asset
Here we cover the Frameplay Data Asset in Unity.
For more information on the Frameplay Data Asset and best practices see our Developer Guidelines.
Select the FrameplayData.asset file using the menu Frameplay > Developer Settings.
This creates a Scriptable Object - if one does not already exist - at the location Assets/FrameplaySDK/Resources/Data.
There are 3 main categories to select in the Inspector Window:-
- Setup: Linking your project to your game on the Frameplay Dashboard
- Develop: Configure the SDK during development.
- Publish: Configure the SDK for a Build.
# Develop Tab
# Advertisement Texture Quality
All advertisement images will be under 2MB when downloaded at runtime, with actual texture memory usage (VRAM) being higher.
By default, the global texture quality is defined by your targeted platform. Mobile platforms are set to Low, PC is set to High, and all other platforms (including the editor) are set to Medium.
This global configuration - combined with the Ad Space quality setting - controls the downloaded advertisement file sizes and maximum resolution.
# Ad Space Activation Collider Layer
To detect collisions between the Registered Camera and an Ad Space Activation collider we sometimes use a Physics check. To optimise this we keep the Activation Colliders on the same layer.
The Frameplay Plugin will attempt to automatically assign a layer index when creating a new Activation Collider. This can be manually changed if required.
# Debug Logs
These will toggle logs in the console which show information and events regarding Ad Spaces when loading advertisements, and recording metrics.
# Ad Spaces in Open Scene
A list of all Ad Spaces in the active scene. You can click the ad space in the list to jump to it in the Scene. The red and green icon represent registered and unregistered states.