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Ads are being received but not showing up outside editor

Discussion in 'Unity Ads & User Acquisition' started by SuperStingray, Jun 15, 2019.

  1. SuperStingray

    SuperStingray

    Joined:
    Dec 12, 2015
    Posts:
    2
    Hi,

    I'm trying to put ads to my game, but I can't seem to get them to appear in a proper build. The test ads show up just fine in the editor, but when I run on iPhone or Android, they don't appear at all. I've done the following steps:
    • Activated Unity Ads service
    • Downloaded and imported Unity Ads 3.1.0
    • Disabled "built-in ads extension" option
    • Activated test mode
    • Calling Advertisement.Initialize with correct game ids as shown on Dashboard
    • Calling Advertisement.Banner.Show and Advertisement.Show with correct placement ids as shown on Dashboard
    • Using basic code structure outlined on https://unityads.unity3d.com/help/unity/integration-guide-unity#implementing-banner-ads
    • Created and enabled ad placements on Dashboard
    According to the xCode log data, it seems to be getting the data correctly, but I don't see it on my phone.
    I/UnityAds: +[USRVApiSdk WebViewExposed_logInfo:callback:] (line:58) :: AdPlan received with 1 campaigns and refreshDelay 3600


    Can anyone help me with this? Am I missing any steps.

    EDIT: Also, I'm using version 2019.1.6f1
     
    Last edited: Jun 15, 2019
  2. ap-unity

    ap-unity

    Unity Technologies

    Joined:
    Aug 3, 2016
    Posts:
    1,519
    @SuperStingray

    For banner ads, I would recommend calling Banner.Load first, then once you want to display the banner, you can check Banner.isLoaded. You might still get a No Fill, but that should show up in the log and it means that everything is integrated correctly, but there wasn't a banner ad available at that time.

    For video ads, availability shouldn't be a concern. Are you calling IsReady before you attempt to show the ad? Would you be able to share the exact script you are using to show ads?