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That's correct. I only use that scene to load assets before the game starts. I don't want to be very intrusive with ads so I'm trying not to...
Hey, Stan/lacost! I'm not sure I have a memory leak since this only loads once and then I simply hide the ad when the next scene loads. I never...
Did you ever get this resolved? I'm calling iAdBannerController.instance.StartInterstitialAd(); in the OnDisable() method of my main game class....
Hey, Stan! Still loving this plugin. Great job and nice work on the refactor from the old version. It seems a lot lighter in terms of code and...
Thanks for this... This got me back up and running temporarily. :)
Our issue ended up being a check for specific models of devices. We were determining high/low quality flags based on the device and, as soon as...
What's the best way to submit the project to you? Dropbox link or what?
Hey guys: I've got a Unity game that we're working on that works fine when run on an iPhone 5, iPhone 4S, iPad Mini, and iPad 3 but doesn't...
Yeah... this is a huge issue with the latest update. Spelling mistakes all over the place make the current plugin unusable, especially if...
How long does it usually take for updates you send to Unity to be available on the Asset Store? You mentioned you'd submitted an update a week or...
Interstitials are not currently available on iPhone. Stan has already addressed this in the docs and in the forums earlier. Make sure you search...
I don't think I am adding the purchase listeners twice, though. How would I check if I'm doing that? It's a pretty simple use case where I have...
This is the user I was responding to. Sorry for the double post.
Did you ever get this fixed? This is happening to me too. It doesn't matter how it's triggered, but, if I call buyItem(productID), I get double...