Install the Remote Config UGS package and initialize Unity Gaming Services with Authentication so the SDK can identify the player for assignment
Call RemoteConfigService.Instance.FetchConfigsAsync with a userAttributes struct (player properties like level, platform, or country) and appAttributes struct to trigger server-side rule evaluation
After the async fetch completes, read config values using RemoteConfigService.Instance.appConfig.GetString, GetInt, GetBool, or GetJson by key name
Define rules and A/B test variants in the Remote Config dashboard specifying conditions and the key-value overrides for each rule or variant
Call FetchConfigsAsync at session start and after significant player state changes (such as level-up) to re-evaluate rules with updated attributes
Log variant assignment events to the Analytics service so A/B test results can be measured by downstream analysis
Known gotchas
FetchConfigsAsync must complete before reading any config values; reading values before fetch returns the local default values silently, which can mask misconfigured remote keys
Rule conditions are evaluated server-side based on the userAttributes passed at fetch time; stale or incorrect attributes result in wrong variant assignment without any error signal
Remote Config keys not present in the fetched config silently return the default value specified in GetString/GetInt/etc. calls; always define sensible defaults in code
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