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How to tell if it's working?

Discussion in 'Unity Ads & User Acquisition' started by InitusInteractive, Jan 17, 2019.

  1. InitusInteractive

    InitusInteractive

    Joined:
    Aug 16, 2018
    Posts:
    128
    So, I setup UnityAds, I don't think I missed anything as it's pretty straight forward it seems.

    I can see the Development Placement and the callbacks are working. Now I want to actually test if the ADs work on Android.

    I created a new APK and installed in on NOX android emulator. An add pops up but it's a "Unity Ad" AD each time, almost like a test add with a static image. What should I be expecting?
     
    anycolourulike likes this.
  2. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
  3. InitusInteractive

    InitusInteractive

    Joined:
    Aug 16, 2018
    Posts:
    128
    Monetization is considered Legacy now isnt it?

    I am using the following 3 steps..

    I am using
    1) using UnityEngine.Advertisements;

    2) Advertisement.Initialize("#######", false);

    3) if (Advertisement.IsReady("rewardedVideo"))
    {
    var options = new ShowOptions { resultCallback = HandleShowResult };
    Advertisement.Show("rewardedVideo", options);
    }
     
  4. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    The Monetization 3.0 SDK is brand new. Please try with code from the link that I shared.
     
  5. free4allgames

    free4allgames

    Joined:
    Dec 5, 2018
    Posts:
    42
    Do we have to use this new thing to get ads working now ?

    I developed my game some time ago and I'm now releasing it for iOS, using unity 2018.3.2f1 and I'm unable to get ads on iOS.

    I was using the version from the Package Manager, Advertisement 2.3.1, after being unable to get IsReady to return true I updated to 2.3.2, still not working.

    I'm not even sure anymore if my android version is working too or if it's not anymore, but it 100% sure was.

    The code I'm using is nothing out of the ordinary, I setup the Ads using the Services tab and just called the ads with :

    while (!Advertisement.IsReady("rewardedVideo"))
    {
    yield return null;
    }

    Debug.Log("Ad ready");

    ShowOptions options = new ShowOptions { resultCallback = HandleShowResult };
    Advertisement.Show("rewardedVideo", options);


    I never get an Ad ready on iOS, using test mode set on the Services tab, or even removing test mode. Just doesn't work, the same code works on Android...

    Do I need to update to this monetization ? I don't want to have more work replacing things, will this new monetization also break my inapps code or can I keep it untouched ?
     
  6. InitusInteractive

    InitusInteractive

    Joined:
    Aug 16, 2018
    Posts:
    128
    Trying to implement "Unity Monetization 3.0" now.

    I assume I am not importing the entire package. Since I am only developing this for Android I have unselected the iOS folder as well as the dll for iOS

    I also removed the Advertisement package via the package manager.

    I followed the instruction from the link you sent, I made very minor changes and now everything works great, thank you.
     
  7. InitusInteractive

    InitusInteractive

    Joined:
    Aug 16, 2018
    Posts:
    128
    Ads seem to be working but Banner Ads do not.

    1) Do Banner Ads automatically adjust the resolution to fit the Ad or do I need to make room for it somewhere?

    2) Am I required to put a Google "Store Game ID" in there or will it function fine without it?
     
  8. InitusInteractive

    InitusInteractive

    Joined:
    Aug 16, 2018
    Posts:
    128