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Easy Mobile - Many-in-one package for mobile games

Discussion in 'Assets and Asset Store' started by pt5011, Jan 28, 2017.

  1. Radiangames

    Radiangames

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    I didn't have the initialization script (didn't know about it).

    On #2, I had been using Invoke to delay the StopRecording function (by 0.5 seconds), so that looks like it was my fault. I changed the logic to be more robust (custom logic/timers) and now I'm not seeing the issue.

    Thanks for the help!
    Luke
     
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  2. soetheby

    soetheby

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    Nov 9, 2016
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    I try using a 'Sharing' feature from Easy Mobile Pro. I can't find a way to make it work.
    When do you call SaveScreenshot() to save a screenshot?
    Right now, I have call this once the result screen has been called and rendered.
    If I have a share button for my user to tap and share their score(screenshot) can I just use this inside a function to be called from the button?

    Code (CSharp):
    1. string path = System.IO.Path.Combine(Application.persistentDataPath, "screenshot.png");
    2. Sharing.ShareImage(path, "some text");
    If not, How should I have to implemented it?

    What I have now is that the share button works but no image attached to the message it is sharing.
    If I can finish this feature I'm ready to publish my game to the store.
    Thanks
     
  3. pt5011

    pt5011

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    Hi, thank you for choosing Easy Mobile!

    You should call SaveScreenshot() at the end of the interested frame. Practically, this means calling it inside a coroutine and after a yield return WaitForEndOfFrame call. More info in our user guide https://www.easymobile.sglibgames.com/docs/pro/chapters/sharing/scripting.html#screenshot-capturing

    Your sharing code looks fine and yes, you can hook it into a button. If you're getting no image, double check if the image path was correct, and the image was actually captured before the sharing call.
     
  4. roi_laredo

    roi_laredo

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    Sep 12, 2017
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    Hi guys,
    in older version i saw that sharing to email (on android) made with no title/subject in mail. is that fixed in this version?
    thanks & keep up the good work.
     
  5. pt5011

    pt5011

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    Hi @roi_laredo

    Thank you for using Easy Mobile! The sharing API is common for multiple services (facebook, twitter, messages, mail, etc.) so it doesn't convey specific items such as mail subject. That is to be entered by the user manually.
     
  6. Skyline520

    Skyline520

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    Jan 14, 2016
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    Hi, if I use Admob mediation with Unity Ads or Tapjoy, I need to download their plugins only or follow the guide and add Google Ads mediation for Unity Ads/Tapjoy? Does this asse maket it easier?
     
  7. pt5011

    pt5011

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    Hi, sorry but I don't really understand you question. If you want to use UnityAds and Tapjoy as "mediated networks", you need import the AdMob-provided adapters for those networks. The use of EM API for AdMob (actually, the unified API for all ad networks) remains same whether you use mediation or not.
     
  8. Skyline520

    Skyline520

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    Thank you for replying. I'll try it later.
     
  9. Radiangames2

    Radiangames2

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    I've solved all my issues with EM Pro and GIFs, except this one: On Android, when I share the GIF directly on Twitter, it actually gets the GIF (animated/etc). But on iOS, it just shares the first frame of the GIF. Any ideas on if EM Pro can make the direct GIF-sharing work on Twitter? Should I try a Twitter-specific sharing asset and see if I can get those to work instead?

    Here's the call I'm using in-game:
    EasyMobile.Sharing.ShareImage(gif_path, share_iOS_string, "");

    Thanks!
    Luke
     
  10. soetheby

    soetheby

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    Is there any way to remove 'Audience Network' ?
    I try deleting Audience Network's folder but that leads to more than 40 errors. I can't get it to built and now I wanted to remove it from the project but seems like there's no hope on removing without getting 40 errors.

    Or is there anyway I can just remove Easy Mobile from my project? I've tried making re-importing it hoping I could just disable the Audience Network but it doesn't work like that I got lots of error that'd be solve by import unnecessary packages which gave me another set of errors.

    This error kept me from building my game.
     
    Last edited: Nov 12, 2018
  11. pt5011

    pt5011

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    Currently the ShareImage only shares still images. The recommended, cross-platform method to share GIF images now is to upload to Giphy (we have API for that) and then share the URL to social networks. That said, we will look into improving our Sharing module in the near future, including the ability to share GIF directly on both platforms.
     
  12. pt5011

    pt5011

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    You should disable the Advertising module before removing Audience Network, then re-enable after the removal.
    Now try toggle the module if you can. Otherwise go to Edit > Project Settings > Player, remove the EM_FBAN symbol in the Scripting Define Symbols and hit Enter.
     
    soetheby likes this.
  13. soetheby

    soetheby

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    What if I really want to use Audience Network? Do you have any suggestion on building it on Android? I've tried integrating the SDK into my project. I can build to iOS but always fails on Android even when I have followed instructions on your user guide.

    Right now I get no request at all from AdMob on Android so I wanted to try other ad network. (I think this isn't EasyMobile fault.) This issue drives me nuts for like 4 days now.

    Thank you for your answer. If I encounter this problem again I will try disable it before removing any file. (For now, I have rebuilt everything from my backup version to make it work.)
     
  14. pt5011

    pt5011

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    After importing the Audience Network SDK for Unity, you need to remove some files to avoid errors due to conflicts on Android. We noted it in our user guide, just wonder did you follow this instruction?

    At any rate, please send the specific errors you got to our support email so we can assist quicker (menu Window > Easy Mobile > Support). Thank you!
     
  15. Radiangames

    Radiangames

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    Yeah, I thought I had tested on both platforms, but apparently I'd only posted GIFs from Android until this past weekend. I tried two other normal sharing methods (other free asset packages), but neither one succeeded. I might try a couple others (paid GIF ones) if you can't get to it soon.
     
  16. blitzcloud

    blitzcloud

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    @pt5011 Hey, I'm troubleshooting issues when logging in and I must say something seems to be not working as intended.

    I put max android requests on 30 and kept trying to log-in totally offline, to prompt unsuccessful logins, of course. When it reached the maximum number, I added a line of code to display an alert to restart the application to be able to use GPGS. Now the thing is, restarting it doesn't clear it up and it will bring the alert right away.

    But uninstalling and reinstalling the app will fix it, which I guess means that it's saved as a preference. Is this the desired or intentional design of the feature? Because it certainly feels like something that would end up leaving a bad connection user thinking the services broke if I set it too low and it triggers.
     
  17. pt5011

    pt5011

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    Hi, sorry for the delayed response.

    Yes the login count is stored in PlayerPrefs as you suspected, and that's the intended behavior. In fact, it's there to provide a way to avoid disturbing those users who deliberately refuse to login (on iOS if the login is not successful for 3 consecutive times, Game Center won't ask again). Resetting the count upon restarting therefore won't make sense in this case.

    Your concern is true to some extent. The auto-login takes place every time the app launches so the problem will occur if such user attempts to kill & relaunch the app more than the limited times in the timespan when connection is down. But in most cases a relatively low number (e.g. 3) should still suffice. Also note that the count is reset once a successful login is made.

    Historically we allowed putting 0 to ignore this limit. However the new slider design of the field hides this option, which is admittedly an overlooking from our side. In the next update we will revise the slider to bring this option back. Thank you so much for bringing this up!
     
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  18. blitzcloud

    blitzcloud

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    @pt5011 So how long does it normally take to reset such "attempt" timer? That way I could change the alert message for something along the lines of: "maximum login attempts exceeded. Please wait X minutes before trying to login again"

    On Game Center, after the three times go through it's over forever or does it just cool down. How would the user be able to use game center if he chooses to? (I ask because I still have to do the iOS version and knowing that beforehand would be most welcome)
     
  19. pt5011

    pt5011

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    Well, it never resets. The feature was actually designed around the notion of "not annoying the user by repeatedly asking for login". On Game Center, AFAIK it's "over forever" and you will have to login to Game Center via Settings app.

    We will bring back the option to disable this limit soon. If you really need to introduce your own control logic on the initialization process, as of now you can still disable the auto-init feature and write a custom script to initialize the Game Service module using GameServices.Init method.
     
  20. summerian

    summerian

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    Does this work with Unity 2018.3b10 ?
    I think we're missing some Switches / Buttons in the setup view.
     
  21. pt5011

    pt5011

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    Hi @summerian

    No we don't test the plugin against beta Unity. Please use a stable build instead. Thanks.
     
  22. soetheby

    soetheby

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    I have a problem with your plugin again. This time it is 'Game Services' leaderboards section.

    I have implemented as you written in the user's guide and I use auto init feature. It should work but sadly it isn't.
    I tried logging the initialisation status with "bool isInitialized = GameServices.IsInitialized()". it returns "false".

    I have use your plugin with almost no problems on my first 2 games. But now it's like every feature I try to use there's a problem hindering my progress.

    One thing I see that it is different from what I have use is that there's no EM prefab generated. Is this the problem? Or prefab isn't needed in later version of the plugin. (I used the latest one from the store for this project.)

    I do want to use your plugin and I even recommended it to a friend who just start making games. But right now I'm exhausted from fixing bugs revolving around ad modules and leaderboard both of which is involving EasyMobile.

    My games is on the store now you can check it out by yourself. (Along with the faulty leaderboard and inferior UnityAds)

    Play Store: https://play.google.com/store/apps/details?id=com.anywatt.dashyroad&hl=en
    App Store: https://itunes.apple.com/us/app/dashy-road/id1436162083
     
  23. pt5011

    pt5011

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    Yes the prefab no longer exists. Instead now you will call RuntimeManager.Init() to initialize the plugin whenever you want from script. We noted it in our Upgrade Guide.

    Maybe you haven't done this so the auto init feature didn't work properly. Please check that and add the initializing script if needed. If the problem persists please contact our support email for further troubleshooting. Thanks.
     
  24. Ben-BearFish

    Ben-BearFish

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    @pt5011 We were beginning to develop in the Unity 2018.3 beta and were wondering if you were building your plugin to be compatible with it for when the 2018.3 releases?
     
  25. pt5011

    pt5011

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    Normally we don't fix incompatibility issues with beta Unity, because such problems may simply be due to the instability of the beta build, which probably will be fixed when the version becomes official. Unity generally does a good job on maintaining backward compatibility. And if a coming version breaks or alters some expected behaviors, they normally inform asset publishers ahead of time to update their assets accordingly, AFAIK. We haven't received any such information about 2018.3.

    Can you share a screenshot of the issue so we can have a better judgement on the situation?
     
  26. Helghast

    Helghast

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    May 7, 2012
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    I have just purchased your EM Pro plugin from the Black Friday Asset Store sale, but am having issues enabling Unity Ads.
    I keep getting the error the Unity Ad SDK is not initialized, or not available for the current platform.
    I have set my platform to Android, and the SDK is definitely loaded! I can use my own custom script to display Ads whenever I want.

    Is this a known issue which is gonna be fixed soon, or am I doing something horribly wrong?

    EDIT: Seems I was using the new Monetization 3.0 SDK (from the asset Store), which does not define the UNITY_ADS macro. As a workaround, I have added that in my own script, and now it's working perfectly fine. One thing to add; the 3.0 SDK does support Banners now under Unity Ads (Advertisement.Banner), will that support be added soon to a new update?
     
    Last edited: Nov 24, 2018
  27. pt5011

    pt5011

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    Hi,

    Thank you for choosing Easy Mobile and I'm sorry for the inconvenience.

    Yes we depend on the UNITY_ADS symbol to detect when the Unity Ads service is enabled. The Monetization SDK 3.0 adds some complexity due to its discrepancies with the built-in Unity Ads extensions as of current. For example, it doesn't define the UNITY_ADS symbol, it now started supporting banner ads while the built-in extensions hasn't. We will work towards supporting both the Monetization SDK and the built-in Ads service, but we need to first figure out the best way to gap the differences between them so EM can work smoothly while switching between the two, as most of EM users are using it with the built-in service.

    We did some tests with the banner ads using SDK 3.0 but so far we can only receive test ads. It looks like a very new feature and the inventory is not very "full". We will wait some more time and definitely add the support for the Monetization SDK in near future. Thank you for bringing this up!
     
  28. Maxim_AO

    Maxim_AO

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    Jan 25, 2015
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    Hi guys,

    I am trying to work with saving game on remote and have a problem.

    In general save to remote works and it is awesome, but one very important case failing.

    So when player collapse application (i.e. somebody called and it is lost focus, or he just want to make pause in game e.t.c), i always call SAVE game with OpenWithAutomaticConflictResolution
    , to not lose any player progress, BUT looks like your saves doesn't work like that, because the moment he collapses the app it doesn't continue with opening saved game. And if i reopen the app after it being collapsed (process continuing) i see error in opening saved game callback "InternalError", that's it.

    How to deal with it? Is there any working around? Should i use multithreading for it to make it working in background when app collapsed?

    It is really important for me to solve this, i do not want to change whole saving system because of that.

    Update:
    Also i read in the OpenWithAutomaticConflictResolution method description: "... This callback will always execute on the game thread", - is this true? It means that it's not possible to save game on collapsing anyhow??

    Looking forward for your response,
    Thank you.
     
    Last edited: Nov 26, 2018
  29. pt5011

    pt5011

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    Hi,

    I'd say it's not ideal to attempt a cloud save when the app is being put to background, because the OS will pause all activities of the app at such moment.

    The real question is why do you need to do cloud save at such moment. I mean, if the OS put your app to background, the when it is brought to foreground again, it should restore the previous state and your user should be able to continue the game (in most cases at least). If you really need to save the game progress at that time, you can save it locally (perhaps to PlayerPrefs), and then restore it when the app is put to foreground again. And at certain checkpoints in the game you'd sync the data to the cloud. Will it work for your case?

    Regarding the callback is always executed on the game thread: that means even if the saving method is called on a worker thread (not recommended), the callback will still be invoked on main-thread. This is important because Unity API can only be called on main thread so I'd say it's a feature of EM API.
     
  30. Maxim_AO

    Maxim_AO

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    Hi, thank you for response.

    This is pretty common situation i guess, user plays my game and at any point he could get call to mobile phone, or he just want to do some other thinks and he just collapse my app. I can't save game after every state change, because it happening very often (could be changed after about 2-30 seconds), so that is why i call save only when player quit from the game (or collapse it, cuz in this case he could just close app or it could being closed by OS), it is most efficient way to do it.

    Before i was saving progress to local file (prefs are not rly appropriate for that), but i started to use EM to avoid this local saves, because it is not stable (easy to lose it, could delete file, if memory over on phone it will crush, if permissions for some reasons revoked it will fail e.t.c) so now i want to guarantee to user, that if he attach google account to the game - progress will be saved to his account. He could change mobile phone or lost it e.t.c. It is rly not the best way to do saving system - use local and remote at the same time, but looks like i have no other choice?
     
  31. BorisTI

    BorisTI

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    Apr 21, 2012
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    I'm trying to get the GameServices to login on Android, but I can't get it to work. I'm using the Demo scene in a new project. Version information:

    EM: 2.1.2
    Unity: 2018.1.3f1
    Google Play: 0.9.54

    When I click Init in the Game Services scene, the Google Login prompt appears, I select the account, then the prompt closes and nothing else happens. The "User Logged In:" field remains "FALSE".

    I have no idea what is wrong.
     
  32. BorisTI

    BorisTI

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    I upgraded to a phone that has a notch (Pixel 3 XL), and now any ad banners that I align to the top of the screen are cut off horizontally.

    Screenshot_20181127-230527.png

    This does not occur on my original Pixel.
     
  33. pt5011

    pt5011

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    Can you give an example of what data is lost after the app is put to background - then brought to foreground?
     
  34. pt5011

    pt5011

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    Hi, please contact our support email for this kind of issue. Thank you!
     
  35. pt5011

    pt5011

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    EM only "asks" the corresponding ad network to show the ad. The actual rendering is done by the SDK of the ad network itself. This looks like an issue with this particular SDK.
     
  36. soetheby

    soetheby

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    In the latest version the initilizer has been missing, my bad in that part. It was removed when I try to fix AdMob ad loading issues and never added back in.

    Now I have initialized the plugin also checked that it is initialized but the leader board problem still persist. I can open them up but cannot submit any score to it. Both Android and iOS.
    This is what I used in my script to submit the score. the line above is

    Code (CSharp):
    1.  
    2. PlayerPrefs.SetInt("BestScore",playerScore);
    3. GameServices.ReportScore(PlayerPrefs.GetInt("BestScore"),EM_GameServicesConstants.Leaderboard_Highscore);
    I believe I did the naming correctly.

    in iOS I just fill in exactly the same as leaderboard id in appstore connect.
    in Android I did paste in XML Resources and pick from the drop down menu.

    Can you help me? My problem is that I can't submit score to the leader board.

    Thank you.
     
  37. BorisTI

    BorisTI

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    I'm using the Admob SDK Unity Plugin v3.15.1. That's strange that Google's own SDK would have rendering issues.
     
  38. Maxim_AO

    Maxim_AO

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    It is all progress of game. I think we losing some point. What i was meaning, that if player collapse app without save, he might not open it in the next 30 minutes or more, in this case android os usually just closes app in background, and if player opens app again - it starts as normal app start. In this case all not saved data before collapsing will be lost. When player collapses app i do not know about his plans and is he going to open it again in the next 5 minutes to not rely on saved data.
     
  39. Rozx

    Rozx

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    Mar 24, 2015
    Posts:
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    Hello there,

    I just bought the Easy Mobile Pro, i really enjoyed the ui and design that made the plugin so easy to use. However, after I setup everything (mainly local notification), when I was trying to build the android version of the game using gradle, it was failed and threw the following error to me:

    Code (BOO):
    1. FAILURE: Build failed with an exception.
    2.  
    3. * What went wrong:
    4. A problem occurred configuring root project 'gradleOut'.
    5. > Could not resolve all dependencies for configuration ':_debugApkCopy'.
    6.    > Could not find :support-compat-26.1.0:.
    7.      Required by:
    8.          project :
    9.    > Could not find :support-core-ui-26.1.0:.
    10.      Required by:
    11.          project :
    12.    > Could not find :support-core-utils-26.1.0:.
    13.      Required by:
    14.          project :
    15.    > Could not find :support-fragment-26.1.0:.
    16.      Required by:
    17.          project :
    18.    > Could not find :support-media-compat-26.1.0:.
    19.      Required by:
    20.          project :
    21.    > Could not find :support-v4-26.1.0:.
    22.      Required by:
    23.          project :
    24.  
    25. * Try:
    26. Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
    27.  
    I'm using unity version 2017.3.1f1 and easy mobile version is 2.1.2, please help me figure it out! Thank you very much,
     
  40. pt5011

    pt5011

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    Please check your mailbox. Thanks.
     
  41. pt5011

    pt5011

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    I'd say that's pretty normal :)
     
  42. pt5011

    pt5011

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    Thanks for clarifying. Well, this looks like a "feature" of Android itself, to endure battery (you're not alone). In this case I don't think moving the saving task to a background thread would help, because the OS would likely suspend your app's background activity as well.

    Your best bet may be saving regularly if possible (e.g. small data), so reduce the amount of progress lost if any. Another option is saving to PlayerPrefs, which should be less expensive and faster than a cloud save, so hopefully can finish before the app is actually suspended (then cloud save later on). Note that PlayerPrefs is private storage of your app and no special permission is needed.

    AFAIK, if your levels take long to finish, the common pattern is having checkpoints at certain locations. It's natural for a player to come back the last checkpoint if he/she closes the app for a relatively long time (enough that it's killed by the OS).
     
  43. pt5011

    pt5011

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    Hi,

    Thank you for choosing Easy Mobile! Please try menu Assets > Play Services Resolver > Android Resolver > Force Resolve. Wait until the resolution completes and rebuild.

    If the problem persists, please contact our support (Window > Easy Mobile > Support) for further assistance.
     
  44. hdxpmc

    hdxpmc

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    May 1, 2016
    Posts:
    50
    Hello,
    We have bought easy mobile, and integrate remote notification one signal and in app purchase. All Successfully.
    One problem we have is that: after call RuntimeManager.init().
    The application pending after calling some 5-15 seconds. The app no response, not touch on UI. Debug show UnityIAP request message. After that, it is okay.

    Please help me how to resolve that problem with your easy mobile. Is there any way to init in background ???

    Resolved:
    After updating UnityIAP to latest version. It run smoothly, no pending UI any more.
     
    Last edited: Nov 30, 2018
    pt5011 likes this.
  45. BorisTI

    BorisTI

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    This resolved the issue: https://www.easymobile.sglibgames.c...lopment-builds-created-by-gradle-build-system
     
    pt5011 likes this.
  46. Maxim_AO

    Maxim_AO

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    Okay. Thanks for idea. I think i will use some weird combination of local save (instead of prefs) + remote and add some checkpoints (which can't exists solo, because even if player reach this check point and somebody call him - it won't be saved still!) . So if player collapses or quit game - it will save progress to local file and within next start it will try to move local progress to google account. It adds a lot of complexity but there is no work around it. If you can implement this saving to google(apple) account when app goes to background it would be really GREATE feature of plugin in future.
     
  47. Joyhype

    Joyhype

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    Jan 17, 2015
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    Assets/EasyMobile/Scripts/Modules/Advertising/NetworkClients/UnityAdsClientImpl.cs(27,29): error CS0433: The imported type `UnityEngine.Advertisements.ShowResult' is defined multiple times

    Hi, I can't get Ads to show in Unity? Any idea why? I followed the tutorial, and have game services enabled for Unity -> Ads, Test Mode on, and in EM Settings - Ads - Unity Ads.

    I'm just trying to test my ad system for my game.

    Thanks!

    Also great work on the plugin! :)
     
  48. pt5011

    pt5011

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    Hi, did you enable the Unity Ads service, and import the Monetization SDK from the asset store at the same time? if yes, please remove the Monetization SDK and use the Ads services only. Thanks.
     
  49. Joyhype

    Joyhype

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    Yeah, I enabled the Services section for Unity Ads, and then set Test Mode on and Advanced on. Now I get an error saying SDK missing. Please enable Untiy Ads service. Even though it's enabled.

    ?? any idea to why this isn't work. I've tried deleted the Unity Ads folder, and reinstalling EM Pro, and I've also tried adding the Unity monetization SDK, then deleting it, whilst getting an orange error on the Unity Ads services window saying install the SDK.

    Thanks :)
     
  50. pt5011

    pt5011

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    Please make sure the Unity monetization SDK is removed, then enable Unity Ads service, and try this troubleshooting guide. If the problem persists, kindly contact our support email for faster support. Thank you!