{"id":14349,"date":"2026-09-24T10:29:32","date_gmt":"2026-09-24T10:29:32","guid":{"rendered":"https:\/\/playgama.com\/blog\/?p=14349"},"modified":"2026-09-24T10:29:32","modified_gmt":"2026-09-24T10:29:32","slug":"how-to-manage-multiple-portal-sdks-and-ad-integrations-in-on","status":"publish","type":"post","link":"https:\/\/playgama.com\/blog\/business-faqs\/how-to-manage-multiple-portal-sdks-and-ad-integrations-in-on\/","title":{"rendered":"How to manage multiple portal SDKs and ad integrations in one codebase?"},"content":{"rendered":"<p><strong>Wrap every portal SDK and ad network behind one internal interface (adapter pattern): your game code calls generic functions like showInterstitial() or saveScore(), and a per-platform adapter translates that into the right SDK call, loaded conditionally at runtime.<\/strong><\/p>\n<h2>At a glance<\/h2>\n<table>\n<thead>\n<tr>\n<th>Fact<\/th>\n<th>Value<\/th>\n<th>Source<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Pattern used to isolate portal SDKs<\/td>\n<td>adapter\/facade layer<\/td>\n<td><\/td>\n<\/tr>\n<tr>\n<td>Revenue formula for ad integrations<\/td>\n<td>requests x fill rate x eCPM\/1000<\/td>\n<td><a href=\"https:\/\/playgama.com\/adv\/\" rel=\"nofollow noopener\" target=\"_blank\">playgama.com<\/a><\/td>\n<\/tr>\n<tr>\n<td>Higher-earning ad formats<\/td>\n<td>full-screen formats<\/td>\n<td><a href=\"https:\/\/playgama.com\/adv\/\" rel=\"nofollow noopener\" target=\"_blank\">playgama.com<\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Don&#8217;t scatter portal-specific and ad-network-specific calls through your gameplay code. Put a single internal interface between your game logic and every external SDK &#8211; one function per action (show interstitial, show rewarded, save score, unlock achievement) &#8211; and write a thin adapter for each platform that translates the generic call into that platform&#8217;s real SDK call. Your game only ever talks to your own interface, so adding or removing a portal means writing one new adapter, not touching gameplay code.<\/p>\n<p>A cross-platform SDK layer built for this job, such as <a href=\"https:\/\/wiki.playgama.com\/playgama\/bridge-sdk\/getting-started\">Playgama Bridge<\/a>, handles this setup and lifecycle messaging for you across supported portals, so your game code calls one consistent API instead of maintaining separate branches per platform.<\/p>\n<h2>How do I keep ad calls separate from portal calls?<\/h2>\n<ul>\n<li>Detect the platform once at startup (query param, hostname, or a build flag) and load only that adapter &#8211; don&#8217;t ship every SDK&#8217;s script tag on every build if you can avoid it.<\/li>\n<li>Keep ad-break calls (interstitial, rewarded) behind your own wrapper too, since placement rules differ: Google&#8217;s H5 Games Ads calls <a href=\"https:\/\/developers.google.com\/ad-placement\/apis\/adbreak\">adBreak()<\/a> at natural pauses, with its own frequency cap, while other networks expose their own call signatures.<\/li>\n<li>Log ad requests, fill rate and eCPM per platform separately &#8211; revenue is requests x fill rate x eCPM \/ 1000, and formats and geos both swing that number, so mixing platforms in one report hides which one underperforms.<\/li>\n<li>For engines: Unity WebGL reaches browser JavaScript through a .jslib plugin; Godot 4 uses the JavaScriptBridge singleton. Wrap those calls once, not per feature.<\/li>\n<\/ul>\n<p>Test each adapter in isolation before merging &#8211; a broken portal SDK should never be able to crash gameplay code.<\/p>\n<h2>Sources<\/h2>\n<ul>\n<li><a href=\"https:\/\/playgama.com\/adv\/\" rel=\"nofollow noopener\" target=\"_blank\">Playgama Ad<\/a><\/li>\n<li><a href=\"https:\/\/wiki.playgama.com\/playgama\/bridge-sdk\/getting-started\" rel=\"nofollow noopener\" target=\"_blank\">Playgama Bridge: getting started<\/a><\/li>\n<li><a href=\"https:\/\/developers.google.com\/ad-placement\/apis\/adbreak\" rel=\"nofollow noopener\" target=\"_blank\">Google Ad Placement API: adBreak<\/a><\/li>\n<li><a href=\"https:\/\/docs.unity3d.com\/Manual\/webgl-interactingwithbrowserscripting.html\" rel=\"nofollow noopener\" target=\"_blank\">Unity manual: interacting with browser scripting<\/a><\/li>\n<li><a href=\"https:\/\/docs.godotengine.org\/en\/stable\/tutorials\/export\/exporting_for_web.html\" rel=\"nofollow noopener\" target=\"_blank\">Godot docs: exporting for the Web<\/a><\/li>\n<\/ul>\n<h2>Related questions<\/h2>\n<h3>Should I load all portal SDKs on every build?<\/h3>\n<p>No &#8211; detect the platform at startup and load only the matching adapter and its SDK script, to avoid unused code and conflicting global variables.<\/p>\n<h3>How do I test multiple ad networks without breaking gameplay?<\/h3>\n<p>Wrap ad calls behind your own interface, mock that interface in gameplay tests, and test each network adapter separately before combining them in a build.<\/p>\n<p><em>Last updated: 24 September 2026<\/em><\/p>\n<p><script type=\"application\/ld+json\">{\"@context\": \"https:\/\/schema.org\", \"@type\": \"FAQPage\", \"mainEntity\": [{\"@type\": \"Question\", \"name\": \"How to manage multiple portal SDKs and ad integrations in one codebase?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"Wrap every portal SDK and ad network behind one internal interface (adapter pattern): your game code 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runtime.<\/p>\n","protected":false},"author":11,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"om_disable_all_campaigns":false,"footnotes":""},"categories":[1318],"tags":[],"class_list":["post-14349","post","type-post","status-publish","format-standard","hentry","category-business-faqs"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How to manage multiple portal SDKs and ad integrations in one codebase?<\/title>\n<meta name=\"description\" content=\"How to structure one web game codebase to support multiple portal SDKs and ad networks without branching builds per platform.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" 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