Rocket League Is Available, and the Partner Spec Names Six Titles on a Clear Read
Rocket League is Available and settles automatically when the read is clear. PUBG: BATTLEGROUNDS is Beta and in testing, not yet open for settlement. The partner API spec names six titles for a clear read. Here is how a partner integrates each one.
Rocket League is Available on PLLAY Vision today. If you run Rocket League contests, tournaments or predictions on your own platform, you can settle the match result from the recorded video: send the clip and the player's side, and PLLAY returns WIN or LOSE with a settlement_id and a receipt link. Fortnite, League of Legends, VALORANT, Dota 2 and Rocket League are Available. PUBG: BATTLEGROUNDS is Beta. Other titles are in Beta.
Available is the commercial status. On /trust, Fortnite, League of Legends, VALORANT, Dota 2 and Rocket League show the commercial bar as real gameplay results checked by a person, and settlement as Automatic (recorded video). On /status each of them reads production testing, automatic on recorded video. Under Commercial availability, /status says every title is benchmarked on recorded gameplay clips, each result checked by a person, before partners can use it. Beta means not yet commercially available. PUBG: BATTLEGROUNDS is in testing and not yet open for settlement. On /trust its commercial bar reads not yet available, and the developers guide says not to treat a PUBG result as settled. There is no date for when it opens.
A clear read on recorded video settles automatically for Fortnite, League of Legends, VALORANT, Dota 2 and Rocket League. When the read is not clear, the result is held for review, not settled automatically. Unclear results are checked before they settle, so an unclear result is never settled on a guess. Your integration handles three states: settled, held and voided. A hold is a waiting state, not an error: wait for event.settled or event.voided. The dispute window is unchanged.
The partner API spec at /artifacts/partner-api/partner-api-v1.yaml describes that clear read for a longer list. A clear read on recorded video settles automatically for the Available titles Fortnite, League of Legends, VALORANT, Dota 2, Rocket League and PUBG: BATTLEGROUNDS. When the read is not clear, the result is held for review. A production result on any other title is held with reason title_not_certified. That is the spec. On /status, /coverage and /trust, Fortnite, League of Legends, VALORANT, Dota 2 and Rocket League are Available, and PUBG: BATTLEGROUNDS is Beta.
Integrating Rocket League takes one request. Use the adapter rocket_league_result.json, game_slug rocketleague and the market kind pov with exactly one WIN and one LOSE option, plus market.pov_side. home means the POV player is on Blue. away means Orange. You are responsible for pov_side: a wrong side settles the wrong team, and the remedy is a dispute within 72 hours, not a silent correction. A PLLAY reviewer decides. Vision reads the end-of-match WINNER banner and maps it to the side you sent. A banner for your side is a WIN. A banner for the other side is a LOSE. Forfeit or overtime uses that same end screen. Send recorded video of one match on a public https URL, from the player's own view, and let it run a few seconds past the WINNER banner. The clip must show which side won. Do not stop before the banner. When the read is not clear, including a clip that is missing the WINNER banner, the result is held for review. Results come back asynchronously, by polling the event or by webhook.
PUBG: BATTLEGROUNDS uses the same kind of request, and it is not open for settlement. Use the adapter pubg_result.json, game_slug pubg and the market kind pov with exactly one WIN and one LOSE option. The request does not include market.pov_side. The intended read is one battle royale match from the player's own view. Winner Winner Chicken Dinner is a WIN, including when the player was eliminated earlier and is spectating a teammate's win. A placement screen is a LOSE, including a placement after an earlier elimination. Eliminated on its own is held for review, because in duos and squads the team can still win, so Vision never calls a loss from an elimination alone. Send recorded video on a public https URL, one match per clip, and let it run a few seconds past Winner Winner Chicken Dinner or the placement screen. Do not stop the clip at the elimination. Other labels can't be mapped, and the event is voided. The settled state is not offered while PUBG is in testing. Do not treat a PUBG result as settled.
You can build the waiting state in the sandbox first. Sandbox keys return a simulated result that never reads the clip and is never a real result. Send an external_market_id that starts with sandbox-held and the event always comes back held, for Rocket League and for PUBG. The partner API spec says the same: an external_market_id starting with sandbox-held resolves held.
The Rocket League integration guide is at /developers#rocketleague, and the PUBG: BATTLEGROUNDS guide is at /developers#pubg. The partner API spec is at /artifacts/partner-api/partner-api-v1.yaml. What each title settles is on /coverage#what-settles, and the commercial list is on /status. Setup is arranged with the PLLAY team for each partner. Request a sandbox key through the integration form at /enterprise?flow=integration. Sandbox keys are issued per partner. When the integration handles settled, held and voided, a production key and the base URL follow a short review. Platforms, publishers and media companies that want these results in their own product can start at access@pllay.io.
