> ## Documentation Index
> Fetch the complete documentation index at: https://docs.encorekit.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Overview

> Every method, interface, trigger component, and type in the Encore Unity package, with C# signatures and platform differences.

Contracts for the Encore Unity package: the methods you call, the interface you implement, the trigger components you place, and the types they exchange. Every symbol on these pages is in the `EncoreKit` namespace.

> [!NOTE]
>
> **Looking for integration guides?**
>
> * **New to Encore?** Start with the [Getting Started Guide](https://docs.encorekit.com/quickstart.md) for portal-guided setup
> * **Step-by-step integration:** See the [Unity Quickstart](https://docs.encorekit.com/publishers/unity/quickstart/install.md) for installation and configuration
> * **Build problems:** See [Build compatibility](https://docs.encorekit.com/publishers/unity/guides/build-compatibility.md)

## Core methods

> [card] [Configure()](https://docs.encorekit.com/publishers/unity/sdk-reference/configure.md)
>
> Initialize Encore with your API key, options, and purchase controller

> [card] [Identify()](https://docs.encorekit.com/publishers/unity/sdk-reference/identify.md)
>
> Tie attribution to your own stable player ID

> [card] [SetUserAttributes()](https://docs.encorekit.com/publishers/unity/sdk-reference/set-user-attributes.md)
>
> Update the attributes Encore uses to pick offers

> [card] [SetLanguage()](https://docs.encorekit.com/publishers/unity/sdk-reference/set-language.md)
>
> Show Encore's copy in a language the player picked

> [card] [ClearLanguage()](https://docs.encorekit.com/publishers/unity/sdk-reference/clear-language.md)
>
> Go back to the device language

> [card] [Reset()](https://docs.encorekit.com/publishers/unity/sdk-reference/reset.md)
>
> Clear the identified player on logout

## Presenting offers

> [card] [Placement()](https://docs.encorekit.com/publishers/unity/sdk-reference/placement.md)
>
> Build a placement and present Encore's sheet

> [card] [IEncorePurchaseController](https://docs.encorekit.com/publishers/unity/sdk-reference/purchase-controller.md)
>
> The interface your game implements so purchases run through your billing code

> [card] [Outcomes](https://docs.encorekit.com/publishers/unity/sdk-reference/outcomes.md)
>
> An event for every presentation result and late strict unlock verification

> [card] [IsClaimEnabled](https://docs.encorekit.com/publishers/unity/sdk-reference/is-claim-enabled.md)
>
> Turn the claim button on offer cards on or off

## Trigger components

> [card] [GiftsButton](https://docs.encorekit.com/publishers/unity/sdk-reference/gifts-button.md)
>
> The gift entry, from code or with EncoreGiftsButtonView

> [card] [ClaimReminder](https://docs.encorekit.com/publishers/unity/sdk-reference/claim-reminder.md)
>
> A banner for an offer the player claimed and hasn't finished

> [card] [EncoreTrigger](https://docs.encorekit.com/publishers/unity/sdk-reference/encore-trigger.md)
>
> Any trigger component by its ID, and the members every one shares

## Entitlements

> [card] [IsActive()](https://docs.encorekit.com/publishers/unity/sdk-reference/is-active.md)
>
> Check once whether an entitlement is active

> [card] [IsActivePublisher()](https://docs.encorekit.com/publishers/unity/sdk-reference/is-active-publisher.md)
>
> Follow an entitlement's state until you dispose the handle

> [card] [LinkPurchase()](https://docs.encorekit.com/publishers/unity/sdk-reference/link-purchase.md)
>
> Android only: link a Play purchase made outside Encore's flow

> [card] [CurrentEntitlement()](https://docs.encorekit.com/publishers/unity/sdk-reference/current-entitlement.md)
>
> Android only: the in-app purchase product Encore offers now

> [card] [RevokeEntitlements()](https://docs.encorekit.com/publishers/unity/sdk-reference/revoke-entitlements.md)
>
> Testing only: expire the player's entitlements and keep the player identified

> [card] [ClearOfferCache()](https://docs.encorekit.com/publishers/unity/sdk-reference/clear-offer-cache.md)
>
> Testing only, Android only: drop the offers and images loaded ahead of time

## Types

> [card] [PresentationResult](https://docs.encorekit.com/publishers/unity/sdk-reference/presentation-result.md)
>
> What one presentation did

> [card] [UserAttributes](https://docs.encorekit.com/publishers/unity/sdk-reference/user-attributes.md)
>
> The player attributes Encore uses to pick offers

> [card] [AppearanceConfig](https://docs.encorekit.com/publishers/unity/sdk-reference/appearance-config.md)
>
> Your colors for the sheet and trigger components

> [card] [Entitlement](https://docs.encorekit.com/publishers/unity/sdk-reference/entitlements.md)
>
> The entitlement types and scopes you check

> [card] [EncoreCallResult](https://docs.encorekit.com/publishers/unity/sdk-reference/revoke-entitlements.md#encorecallresult)
>
> The success or failure of a call that returns no value

## Basic integration

```csharp theme={null}
using EncoreKit;

// 1. Configure once when the game starts.
Encore.Configure("pk_your_api_key_here");

// 2. Identify the player once you know them.
Encore.Identify(playerId);

// 3. Present an offer at a moment the player earned, and read the result.
var result = await Encore.Placement("level_complete")
    .UseCase(UseCase.RewardUsers)
    .ShowAsync();
if (result.Claim?.TransactionId is string transactionId)
{
    SaveClaim(transactionId); // the player claimed an offer
}
```

> [!NOTE]
>
> `ShowAsync()` never throws. Every outcome, including "nothing was presented", is a value on the [`PresentationResult`](https://docs.encorekit.com/publishers/unity/sdk-reference/presentation-result).

## Platform support

The package supports Android, iOS, and WebGL builds. WebGL is tested in one setup only, so read the [WebGL warning](https://docs.encorekit.com/publishers/unity/quickstart/install.md#prerequisites) before you ship a WebGL build. Where the platforms differ, each entry names the ones that read it. In the Unity Editor, Encore configures but presents nothing: every placement returns a not-presented result and trigger components stay at height 0.


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