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

# Remote Config

> Change game behavior and run experiments without shipping a build.

export const Scope = ({children}) => <Info>
    <b>Scope:</b> {children}
  </Info>;

**Remote config** lets you control values and feature flags from the server, so you can tune your
game, gate features, and run experiments without a client update.

<Scope>remote config is defined per **game version** and can vary by [segment](/guides/segments).</Scope>

<Tabs>
  <Tab title="Dashboard">
    Manage config values and feature flags for a game version in the dashboard, and vary them by
    segment.

    <Frame caption="Manage remote config values and feature flags in the dashboard.">
      <img src="https://mintcdn.com/qwacks/TGGmq_oWzDacAqHl/images/guides/remote-config.png?fit=max&auto=format&n=TGGmq_oWzDacAqHl&q=85&s=7e64fead96a8d7574a2408bde4b34540" alt="Remote config and feature flags" width="1440" height="866" data-path="images/guides/remote-config.png" />
    </Frame>
  </Tab>

  <Tab title="SDK">
    Run **Code Generation → Sync Schemas** to turn each config into a typed C# class. The SDK
    resolves the right values for the signed-in player — including any segment-based overrides:

    ```csharp theme={null}
    var gameplay = await FlockClient.Instance.Config.GetGameplayAsync();
    float speed = gameplay.BaseMoveSpeed;
    ```

    The accessor name comes from your config (`Gameplay` → `GetGameplayAsync`). Fetch at startup and
    read values instead of hardcoding them.
  </Tab>
</Tabs>

## Patterns

* **Feature flags** — ship code dark, then enable it for a segment or everyone.
* **Tuning** — adjust drop rates, prices, or difficulty live.
* **Experiments** — serve variants to different segments and compare with
  [analytics](/guides/analytics-and-events).

<Tip>
  Always provide safe client-side defaults so your game stays playable if a config fetch fails.
</Tip>
