Frequently Asked Questions (FAQ)
Q: What are the recommended sharing dimensions?
A: Recommended image size for sharing: 600x315 pixels.
Q: What happens if Cocos uses Laya's integration method?
A: For Cocos, we recommend following the official documentation for integration.
Q: How to set up the sharing image and text?
A: Convert the image to Base64 format. The text can be any game-related content.
Q: Can interstitials and banners be called together?
A: Yes. Interstitial and banner ads use different placements, so they can be called together.
Q: Do we need to provide an ad ID when calling ads? We don't see it in the initialization settings.
A: Yes, the ad ID is automatically configured in the minigame.json file.
Q: Where is the tracking data reported to?
A: The reporting interface is: minigame.onGameEvent
Q: What should we fill in for the event tag?
A: You can leave the event label empty.
Q: Is the ad ID the same for every game?
A: The ad ID will be automatically configured for each game.
Q: On mobile platforms, we usually need to check if ads are loaded before playing them. But the MiniGame SDK doesn't seem to have such an interface — can we play ads directly without checking?
A: The loading check logic is already implemented in our interface, so there's no need to check manually. Just call the ad play function directly.
Q: Are there any size requirements for the game package?
A: No strict requirements, but smaller is better. Try to keep both data and wasm files under 4MB for faster loading.
Q: Is WebAssembly supported?
A: Yes, it's supported.
Q: How can we simulate the online environment locally?
A: https://developers.minigame.com/testgame You can test local links there, currently, it only supports localhost and 127.0.0.1. For Node.js, just deploy a lightweight server using http-server.
Q: Can we test directly using Creator's preview address?
A: Yes, Creator's preview address works for testing.
Q: How to test FB API locally?
A: Unity: Create a local static server in your build directory or use Unity's built-in local server. Set isTest to true in minigame.json
CocosCreator: Simply run in the editor. For built packages, set isTest to true in minigame.json
Q: What are the language codes for multiple languages?
A: The language codes are as follows:
Spanish: es
Portuguese: pt
Vietnamese: vi
Arabic: ar
English:en
Q: How to detect IG-only display?
A: Check if window.minigamePlatform === "fbig" (FB environment)
Q: How to handle a black screen on load?
A: If you encounter black screen, delay callingmingiame.startGameAsyncuntil the first interactive game page appears (not the engine loading page).
Q: Any technical suggestions for optimizing slow Unity game loading?
A: Unity builds package all resources and code into data and wasm files, making them very large. This causes long loading times, especially on slower networks (like 3G), since the game must load everything before starting. We recommend using AssetBundles to split resources and load them on demand, so players can enter the game faster and reduce waiting time — improving user experience and conversion rates.
Q: Is there a server provided to host split resource files?
A: Since all H5 game resources need to be requested, there is no need for remote split packaging. You can directly use local split packaging. There’s no need for a separate CDN to host split resources.
Q: The game gets stuck due to a failed ad playback?
A: If an ad fails to play, there's no need to pause the game.



