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Google Admob issue on iOS build

Discussion in 'Unity Build Automation' started by PantanoGames, Oct 8, 2021.

  1. PantanoGames

    PantanoGames

    Joined:
    Oct 20, 2020
    Posts:
    1
    Hi everyone. I have a problem with the build for iOS since I implemented AdMob ads to my application.
    Builds for Android work fine.

    I added admob to my application by following this guide: https://developers.google.com/admob/unity/quick-start

    The error is as follows:

    Cancelling DisplayDialog: Google Mobile Ads Error: iOS Google Mobile Ads app ID is empty. Please enter a valid app ID to run ads properly. This should not be called in batch mode.

    But the app ID is correctly defined in Assets/GoogleMobileAds/Resources/GoogleMobileAdsSettings.asset.
    Should I define it in some other file? Are there any additional settings needed that are not explained in the google documentation? Has anyone managed to build for ios in the cloud using admob?

    I've searched all over the web but can't find a solution.

    I appreciate any help. Thanks.
     
    skymong likes this.
  2. unity_xp0f6Qop-lo6Mw

    unity_xp0f6Qop-lo6Mw

    Joined:
    Feb 15, 2020
    Posts:
    1
    Hi, Did you find any solution?
    Thanks
     
  3. Yasuyuki

    Yasuyuki

    Unity Technologies

    Joined:
    Sep 11, 2014
    Posts:
    153
    Hello,

    AFAIK, the app ID hadn't been saved properly in the specific version of GMA.
    https://github.com/googleads/googleads-mobile-unity/issues/1615

    Also, please make sure the .asset file has been pushed to the proper branch referred to by Cloud Build.

    If you need further investigation by us, please reach out to our support from your dashboard.