Who is this for? Marketers and game developers who want control over which in-game actions trigger postbacks to ad networks, rather than forwarding every supported event.
What Is a Goal?
A Goal is a rule that defines which player actions count as a conversion. For example:- When a player completes a purchase, that counts as First Purchase
- When a player adds your game to their wishlist, that counts as Wishlist Add
- When a player submits their email, that counts as Email Captured
Goals are scoped per game. A Goal you create for one game does not appear in another.
How to Create a Goal
Open Audience Hub, navigate to your game, then go to Settings then Goals. To use a template, select one of the pre-built options on the Goals page. The wizard opens with the event and trigger pre-filled, so you can review and save in seconds.
To build from scratch, select Create goal without choosing a template.
Either way, the wizard has up to three steps: Event, Filter, and Review. You can change anything before saving. The Filter step only appears for events that have filterable properties. For Email acquired and Game launch, the wizard goes from Event straight to Review.
Triggers
When you create a Goal you choose Once per player, but a saved Goal displays this trigger as First-time only. The two labels mean the same thing.
Filters
A filter narrows a Goal so it only counts events that match a specific property value. For example, count a purchase only whenvalue is greater than 10. Filters are optional and can be combined with either trigger.
The available operators depend on the property type:
Supported Events
Conversion Goals currently supports five predefined events. Filterable properties depend on the event:How Goals Connect to Postbacks
Conversion Postbacks are server-to-server callbacks Immutable sends to your connected ad networks when a conversion happens. A Goal defines what counts as a conversion; a postback is what Immutable sends when one occurs. A postback only fires when an attributed event matches an active Goal. The path from a player action to an ad network:1
Player action reaches Immutable
Your game sends an event via the Unity SDK, Web SDK, or REST API.
2
Attribution check
Immutable’s attribution engine checks whether the event is linked to a paid ad click captured by the Web SDK.
3
Goals evaluation
The event is checked against every active Goal for the game. If it matches a Goal’s event, trigger, and filters, the conversion is recorded.
4
Postback fires
Immutable sends a postback for that conversion to every connected ad network. If no Goal matches, no postback is sent.
Managing Goals
From Settings then Goals you can:- View all active Goals and their configuration
- Edit a Goal’s name, description, event, trigger, or filter. Changing the event clears any filter clauses, because they may not apply to the new event.
- Archive a Goal to stop it matching new events. Archiving is permanent and cannot be reversed. Archived Goals are kept for reference and do not count toward the active limit.
- Filter the list by active or archived status
Each game can have up to 50 active Goals. Archived Goals do not count toward this limit. If you reach the cap, archive an existing Goal before creating a new one.
Current Limitations
- Five predefined events. Purchase, wishlist add, wishlist remove, email acquired, and game launch. Custom in-game events are not supported yet.
- Predefined events only. Custom events your game sends cannot be used as Goal triggers.
- No retention-window triggers. Conditions like “active on day 7” are not available yet.
- All Goals fire to all connected networks. Per-Goal network selection is not available yet.
FAQ
Can I change a Goal after creating it?
Can I change a Goal after creating it?
Yes. You can edit a Goal’s name, description, event, trigger, and filter at any time. If you change the event, any existing filter clauses are cleared because they may not apply to the new event.
Can two Goals match the same player action?
Can two Goals match the same player action?
Yes. Each matching Goal records its own conversion and sends its own postback. For example, two active Goals on the
purchase event with different filters will each fire independently if a purchase satisfies both.What happens when I archive a Goal?
What happens when I archive a Goal?
Archiving stops the Goal matching new events straight away. It cannot be reversed. Conversion records from before archiving are preserved, and archived Goals do not count toward the 50-active-Goal limit. To see archived Goals, switch the filter on the Goals page to Archived.
Next Steps
Conversion Postbacks
Configure which ad networks receive postbacks when a Goal is matched
Attribution
How Immutable attributes player actions back to ad campaigns
Unity SDK
Send in-game conversion events from Unity builds
Web SDK
Send events from web games and marketing sites
REST API
Send events from your backend or game server