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4-3. RAMP-Settings

4-3. Ramp Settings

Register the endpoints you implemented, and configure fees, display labels, and authentication.

Path — Project ONErampSettings (Ramp Settings)

  • Use the Mainnet / Testnet switch at the top right to manage settings per network.
    • Settings and the RAMP Contract are completely separate per network. Check which tab you are on before making changes.

The wallet connection can drop. Navigating between pages or switching the network tab may disconnect it. If Deploy Contract does not respond, reconnect the wallet at the top right and try again.

  • Changes are saved only after you click Save Changes at the bottom right.


4-3.1 Enable Ramp

  • The required toggle that turns the entire RAMP feature on and off.
  • Enable it last, after completing all of the settings below.
    • Deploy the RAMP Contract → 4-2.2
    • Link the token contract → 4-2.3
    • Register the three required endpoints → 4-3.3

4-3.2 Ramp Contract Settings

After deployment, you review and manage contract information in this area.


ItemDescriptionButton
Contract AddressAddress of the deployed RAMP ContractCopy
Owner AddressAddress holding contract administration rightsTransfer Ownership
Validator AddressThe registered Validator addressReset Validator
HMAC Authentication KeyIntegrity verification key for RAMP ↔ your serverReissue
  • This is the screen where you view and reissue the HMAC Key.
  • Reissue, Reset Validator, and Transfer Ownership invalidate the existing value immediately. Coordinate them with your plan to swap the game server environment variables. → 4-2.2

4-3.3 WebHooks — Endpoint Registration

Register the URLs you implemented on your server. Use HTTPS only, and make sure the firewall allowlist is in place so RAMP B/E can reach them.

ItemRequiredPurposeExample pathSpecification
Get AssetsRequiredLook up the user's game asset balances/user-assets5.4
Validate OrderRequiredValidate the request, then return the Validator signature/order-validate5.5
Handle Order ResultRequiredReceive the blockchain transaction result/tx-process5.6
  • All three are required.
  • If your Testnet and Mainnet servers differ, switch the network tab and register each one separately.

4-3.4 Fee Settings



  • Default Fee Address (required) — the default wallet address that receives fees (0x…)
  • Token-specific Fee Address — whether to use per-token fee addresses
    • Single fee address for all tokens — all tokens share one default address (default)
    • Fee address per token — assign a separate fee address to each token

The fee rate is specified by your game backend as intent.mint_fee_bps when calling initialize. → 5.3

Policy

  • The fee rate must be at least 10%, and the receiving address must be a NEXUS wallet address.
  • Collected fees are returned to users through the Rewards program.
  • Example: mint_fee_bps: 1000 (10%) → when a user mints 1 token, the user receives 0.9 and the fee wallet receives 0.1

For the development team

  • intent.mint_fee_bps in the initialize request must match the contracted rate (1000 = 10%).
  • intent.burn_fee_bps is fixed at 0.
  • Verify the actually applied values with intent.fee_rate and intent.actual in the result Webhook. → 5.6

If you register only the address in the console and omit mint_fee_bps, the intended fee will not be collected.


4-3.5 Display Settings

Sets the Mint/Burn button labels shown in RAMP F/E.

Asset typeMint defaultBurn default
Token (ERC-20)AssembleDisassemble
  • You can change them to fit your game's world (for example, Craft / Dismantle).
  • Maximum 15 characters

4-3.6 Authentication

  • Enable Embedded Wallet — whether to use the embedded wallet
    • When enabled, users can use a wallet inside RAMP F/E without a separate wallet app.
    • If you load RAMP F/E in an in-game WebView on iOS or Android, you must load it using the native WebView components.
      • iOS: use SFSafariViewController or ASWebAuthenticationSession
      • Android: use ChromeCustomTabs