Making Edits on Active Automation

Learn what happens to players engaged with a running automation when you make changes to the workflow.

Rana ElGharib avatar
Written by Rana ElGharib
Updated over a week ago

In this article, we'll explore various scenarios and their outcomes when making edits to an active automation. Here is a list of editing cases that can be applied to live automations and their technical result:

  1. Changing "time delay" to more or less time:

    When you adjust the time delay, players who were already in that time delay step will continue following the original time delay that was in place when they reached that step. New changes or increases in the time delay will only affect players who reach that step after the change has been made.

  2. Deleting "time delay":

    For players who were in the time delay step at the moment it was deleted, they will be removed from the entire automation. Players who hadn't reached this step yet will proceed through the automation without the deleted time delay.

  3. Updating duration in "Wait for an event":

    Similar to the time delay, the impact of updating the duration in "Wait for an event" depends on when the player reaches that step. The player will follow the duration rule that was in place when they reached this block.

  4. Editing event of "Wait for an event":

    Editing the event of "Wait for an event" is not allowed (dimmed). It's similar to changing the start date of the entire automation once it has passed.

  5. Deleting a "Wait for an event":

    Deleting a "Wait for an event" step will remove any players in that step from the entire automation, similar to the impact of deleting a time delay.

  6. Updating/changing triggers during an active automation:

    Any player who has already met the initial trigger and moved on to the next step will continue in the automation. New players will enter the automation based on the new trigger. Note that deleting a trigger isn't possible because every automation requires a trigger to be active.

  7. Changing Actions:

    Changes to actions like sending messages or rewards will be applied in real-time to players. Any customer who reaches a point with the newly changed action will have it applied to them.

  8. Settings edits: Adding or changing an "Exit rule":

    When you add or change an "Exit rule" for an active automation, Gameball will reevaluate all players who are currently in the automation. Players who meet the new exit rule criteria will exit the automation.

  9. Settings edits: Deleting an "Exit rule" when there was an exit rule:

    Players who have already exited due to the old exit rule will remain out. However, players who were in the automation when the exit rule was deleted might stay in or exit based on other conditions.

  10. Settings edits: Changing Scheduling (start date):

    You can edit the scheduled start date for automations that haven't become active yet (if the activation date hasn't passed). If the automation is already active, you can't make changes to the start date, and the settings for this part will be disabled.

  11. Settings edits: Changing Scheduling (end date):

    Regardless of whether the end date has or hasn't passed, you can adjust the date to shorten or extend it. If it is an already completed/finished automation, it will become active again until the new end date.

  12. Settings edits: Changing "audience" (from broad to specific):

    Changing the audience will not affect the players who are already in the automation; they will continue through the automation as usual. The change will only impact those who can join the segment from the point of the edit.

  13. Settings edits: Changing "frequency" of joining the automation from more to less:

    Players already in the middle of the automation will complete the flow. If they've met the new frequency, they won't rejoin. However, if they still have more chances to meet the new frequency, they can re-enter the automation.

  14. Settings edits: Changing "frequency" of joining the automation from less to more:

    If players completed the previous frequency and exited, they could re-enter the automation until they meet the new stated frequency.


Regarding deactivating, saving, duplicating, and deleting an automation:

  • Deactivating an automation:

    Deactivating an automation will keep all players within it.

  • Saving an automation:

    You can't save an active automation. Saving typically means creating a draft, but for an active automation, you can only save drafts. Once it's active, you can't save changes unless it's deactivated.

  • Duplicating an automation:

    The original automation remains active, while the duplicated one is created as a new draft.

  • Deleting an active automation:

    Deleting an active automation will remove all players currently in that automation.


There are four types of player statuses in the automation:

  • Waiting: Players are in a step where they are waiting, either under a time delay or waiting for an event.

  • Failed: An action that should apply to them has failed to happen, like sending an email or a notification.

  • Exit: Players exit the automation if specific conditions are met, such as the deletion of a time delay or waiting for an event block, the addition of an exit rule, deactivation of the automation, or deleting an active automation.

  • Completed: Players have entered, gone through the entire automation flow, and finished the whole automation journey.


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