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Discussion in 'Unity Ads' started by zeeshan077, Nov 18, 2017.
Hello Guys n Galz,
i just want know any one here worked on admob native advanced in unity?
Have you got access to their beta program? https://developers.google.com/admob/android/native-advanced says:
Me too, did you find out anything? Looks like currently AdMob plugin supports only Android / iOS. The only solution is to write own plugin to be able to call native advanced functionality from Unity?
any updates on Admob native Advance ???
if Anyone here integrated Admob Native Advance ads let me know , I'm working on it
Hi! I integrate Admob Native Advance ads. I receive App install ad, but when I try get AdChoices Logo texture exception thrown on android
Texture2D adChoicesLogoTexture = _appInstallAd.GetAdChoicesLogoTexture();
AndroidJavaException: java.lang.NullPointerException: Attempt to invoke virtual method 'java.util.List com.google.android.gms.ads.formats.NativeAd$AdChoicesInfo.getImages()' on a null object reference
java.lang.NullPointerException: Attempt to invoke virtual method 'java.util.List com.google.android.gms.ads.formats.NativeAd$AdChoicesInfo.getImages()' on a null object reference
at com.google.unity.ads.NativeAdvancedAppInstallAd.getAdChoicesLogo(Unknown Source)
Other textures and text get normally. Any suggestions?
So do i. It spams the following message
NullReferenceException: Object reference not set to an instance of an object
at _7DwxoIFqo4msA2gd7qefalu8Sdo._0l2RBGguR8VFeD0boB90jm7FgPF () [0x00000] in <filename unknown>:0
at _7DwxoIFqo4msA2gd7qefalu8Sdo.CheckForImpressionWithoutRenderer () [0x00000] in <filename unknown>:0
Downloaded Native Advanced Plugin from here: https://developers.google.com/admob/unity/native-advanced
Successfully integrated, no errors. Android works like a charm, but iOS has significant memory usage, comparison:
Android Studio Memory Profile:
xCode Memory Profile:
So I see two problems with iOS Native Advanced Support:
1. While Android plugin implementation utilizes only 20 Mb for Native Ad, iOS uses 120 - 200 Mb for some reason - this brings a lot of crashes on non-top Apple devices.
2. iOS plugin doesn't free memory after usage.
Do anyone have positive experience of iOS integration? I've tried Ad Mob plugin from February of 2018, and now latest from here: https://developers.google.com/admob/unity/native-advanced. Memory usage pretty the same, does this expected behavior?
Here opened bug on this iOS Memory Issue: https://groups.google.com/forum/#!category-topic/google-admob-ads-sdk/game-engines/IMhKKcycbQc
Hi, can somebody help my with
ForUnifiedNativeAd() method. I can not find it in AdLoader.Builder class, do I have to implement it myself?
I followed https://developers.google.com/admob/unity/native-advanced-unified, and used Google Mobile Ads Unity Plugin v3.15.1 plugin.
Hey, guys. I have created native ad UI using Raw Images & Text components of Unity GUI, it has been loaded successfully. But I am unable to click on the ad. Any leads, what could be the issue?
One issue could be, I have created dummy camera which has no purpose in the scene but to avoid null reference exception, thrown by UnityEngine.GeometryUtility.CalculateFrustumPlanes due to some internal calling of the admob SDK.
PS. I have registered my raw images and Texts using native ads' register methods.
I had the same problem...
I have fixed it by setting my canvas to Screen Space - Camera and assigning the camera to canvas.
thank you so much. i fixed it.
I am facing a problem regarding Native Advance Ad which is related to Native Ad being not intractable. My script can be found here.
PS: Test Ads are replaced here with my ids.
Thanks for your script, but I have a problem while I tried to create UI, "Failed to register GameObject for ad asset: GameObjects registered for native advanced ad assets must have a Collider component". Please share project full or scene setup.
I do not really understand whether it is possible to use the GUI? After all, we need a collider at the GameObject...
how can find ForUnifiedNativeAd() method?
You will need to use the early access build.