Install com.unity.remote-config via Package Manager and configure it in the Unity Gaming Services dashboard by creating a Remote Config environment.
Define config keys and their default values in the dashboard (e.g., event_multiplier: 1.0, banner_text: 'default'); these defaults are served if fetch fails.
In game code, call ConfigManager.FetchConfigsAsync(userAttributes, appAttributes) at startup or session start; pass custom user attributes (segment, platform, build version) for targeting.
Read fetched values using ConfigManager.appConfig.GetFloat, GetInt, GetString, or GetBool with the key name; these return the server-delivered value or the SDK default.
Create a Rule in the dashboard targeting a player segment (e.g., by user attribute) and override specific keys; create an Experiment to split traffic between a control and variant rule.
Log which variant a player was assigned to your analytics pipeline so experiment results can be analyzed for statistical significance after sufficient sample size is reached.
Known gotchas
Remote Config values are cached after fetch; calling Get methods before FetchConfigsAsync completes returns stale or default values, so await the fetch before reading.
Experiment assignment is sticky per user for the duration of the experiment; changing targeting rules mid-experiment invalidates the holdout and skews results.
Remote Config is not a secrets store; never put API keys or sensitive values in config keys, as they are delivered to and readable by the client.
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