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Mobile Ads - Simple way to integrate ads in your app

Discussion in 'Assets and Asset Store' started by GleyGames, May 1, 2018.

?

What other advertisers we should add to our plugin?

  1. Facebook Ads

  2. AppLovin

  3. Tapjoy

  4. MoPub

  5. LeadBolt

  6. ironSource

  7. inMobi

  8. Mobusi

  9. Appnext

  10. Appodeal

Multiple votes are allowed.
Results are only viewable after voting.
  1. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Mobile Ads
    Simple and powerful ad integration tool

    Gley-Large.jpg
    Get it from: Asset Store - Mobile Ads
    For detailed implementation instruction see the Documentation


    Also we published a Video Tutorial for beginners to show how to use our test scene using your id`s and also how to implement the plugin in a game from scratch. The code we used in our tutorial is available in the video description. This tutorial uses Unity Ads as example, but it works exactly the same with any other advertiser.

    Download Android Demo

    Current version: 1.3.0

    Key features:

    • Integrate easily all supported advertisers simply by importing their SDK, no other settings are required. It is not mandatory to integrate all/any of the supported advertisers to work.
    • Load ad from any ad platform using the same line of code.
    • Customizable mediation policy by using either order mediation or weight based mediation.
    • Read mediation config file from an external server of choice to allow the ad display order to be changed without uploading a new build to the store.
    • Works for Android / iOS / Windows Store without any additional setup.
    Currently supported advertisers:
    • AdColony
    • AdMob
    • AppLovin
    • ChartBoost
    • Heyzap
    • UnityAds
    • Vungle - Vungle for Android has some issues lately, we cancel our support for a period until they will fix their problems.
    Easy Advertiser Setup from a Custom Editor Window:



    independent mediation.jpg
    Simple ad display functions that work for all advertisement platforms without any change:
    • Show Banner:
    Code (CSharp):
    1. Advertisements.Instance.ShowBanner(BannerPosition.BOTTOM);
    • Show Interstitial:
    Code (CSharp):
    1. Advertisements.Instance.ShowInterstitial(InterstitialClosed);
    2. private void InterstitialClosed()
    3. {
    4.      Debug.Log("Interstitial closed -> Resume Game ");
    5. }
    • Show Rewarded Video:
    Code (CSharp):
    1. Advertisements.Instance.ShowRewardedVideo(CompleteMethod);
    2. private void CompleteMethod(bool completed)
    3. {
    4.      if(completed)
    5.      {
    6.           Debug.Log("Give reward");
    7.      }
    8.      else
    9.      {
    10.           Debug.Log("Ad skipped -> no reward for you");
    11.      }
    12. }
    GDPR Compliance (it is not required if just Unity and/or Vungle sdk`s are used otherwise in mandatory).
    You have to get user consent for each new user that enters your app. To do this our plugin uses 2 methods:

    Code (CSharp):
    1. Advertisements.Instance.SetUserConsent(bool consent)
    Sets and also stores(saves on device) the user answer so all ads from now on will be displayed based on this settings.
    The default value(if is not set by the user) is true - will display targeted ads.

    Code (CSharp):
    1. bool Advertisements.Instance.UserConsentWasSet()
    If true, user already gave his consent, do not bother him anymore

    The SetUserConsent method needs to be called before initializing the sdk when user opens the app for the first time.

    Some step by step full integration tutorials are available here:
    Mobile Ads (GDPR Compliant) - Unity Ads integration tutorial



    Mobile Ads (GDPR Compliant) - Admob integration tutorial using Unity



    Mobile Ads (GDPR Compliant) - All supported advertisers integration tutorial using Unity

     
    Last edited: Oct 16, 2018
    DrOcto likes this.
  2. stevenatunity

    stevenatunity

    Joined:
    Apr 17, 2015
    Posts:
    92
    Thank you for offering this for free!

    Hope you get lots of interest and gain traction for sales :)
     
  3. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Thank you for appreciation, and we hope you find it useful.
     
    stevenatunity likes this.
  4. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    We notice that many users have the following problem when using Admob with Mobile Ads. After the build, the app just crashes. The fix is very simple, is related to Google Mobile Ads Unity Plugin.

    Go to: Assets Menu -> Play Services Resolver -> Android Resolver -> Resolve.
    This will import the required Google libraries and all will work as expected now.

    play service resolver.png
     
  5. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    The Mobile Ads - 1.0.4 update is now live on Asset Store.

    Changes in this version:
    • Added a callback method when interstitial ad is closed.
     
  6. PixelEnvision

    PixelEnvision

    Joined:
    Feb 7, 2012
    Posts:
    455
    Thank you for offering this free, I was looking for something like this for our upcoming game. Weighted ordering feature is exactly what I was looking for.

    Btw, may I suggest the following feature: Reading mediation config from Unity Analytics Remote Settings? String key/value should be easily hold ad display order data...

    https://docs.unity3d.com/Manual/UnityAnalyticsRemoteSettingsCreating.html
     
  7. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Thank you for the idea. We will consider implementing that feature in an upcoming update, we have to take a closer look on what it will be the easiest way to do it, to be very user friendly. We want to keep it as simple as possible.

    Maybe, if that is ok with you, we will contact you in private to talk more about that feature.

    Also if you have other suggestions, of features, or ad providers that you want to be implemented in future updates please let us know. We will try to implement as much as possible if we consider it to be useful for other users as well.
     
  8. PixelEnvision

    PixelEnvision

    Joined:
    Feb 7, 2012
    Posts:
    455
    Thanks for the consideration, of course, feel free to contact...
     
  9. DrOcto

    DrOcto

    Joined:
    Sep 15, 2017
    Posts:
    79
    Also just to say big thanks for you asset!
     
  10. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Thank you, we are glad we could help you, also if you have any questions feel free to contact us.
     
    DrOcto likes this.
  11. MD_Reptile

    MD_Reptile

    Joined:
    Jan 19, 2012
    Posts:
    2,173
    Why do you recommend HeyZap? I'm curious as a long time admob user why you prefer that over admob specifically as the primary ad serving platform?
     
  12. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    That is a good question. The Admob mediation and Heyzap mediation, both work great, but I`ve always had problems integrating third party sdk into Admob, and had build errors in both Android and iOS platforms. The Hayzap sdk mediation works out of the box for all platforms they support.

    Our asset does what Heyzap and Admob are doing, mediating between multiple advertisements, but as you can see to our documentation if you use all supported platforms you have to do additional setup(to delete some library, to manually modify some android manifests and so on).

    To conclude, Admob and Heyzap are doing a great job at mediating ads, there is no performance issues between them, just the integration is easy through Heyzap. Our plugin does mediation as well, but we are trying to let the developer test the available options to see which ad platform works best for his app and in which configuration.

    This asset is intended for developers that don`t have a huge amount of experience with ads so we want to keep it as simple as possible and to eliminate the amount of errors that could appear when you integrate a lot of different plugins into your project, and Heyzap is more error free than Admob when mediating through it.

    Also thank you for your interest in our asset.
     
    Last edited: May 6, 2018
    MD_Reptile likes this.
  13. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    The Mobile Ads 1.1.0 is now live on Asset Store.

    Changes in this version:
    • Fixed banner switch from top to bottom on the same scene.
    • Fixed OnCompleteMethod bug when rewarded video was skipped.
     
  14. coollcco

    coollcco

    Joined:
    Apr 5, 2018
    Posts:
    2
    Hello GleyGames,
    Thank you for this free assets, just a question , i have imported Gley and Vungle SDK but i don't know how call ad from restart button...,
    i need to write script attached withe game object ?
    sorry i'm a beginner.

    thank you again.
     
  15. humsonsgames

    humsonsgames

    Joined:
    Apr 14, 2018
    Posts:
    1
    where is your free edition? :(
     
  16. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Hello, thank you for choosing Mobile Ads. To call an ad from your button you have to call Advertisements.Instance.ShowInterstitial(); in your restart function. If you need more assistance you can send us an e-mail at gley.mobi@gmail.com and we will help you integrate ads in your game.
     
  17. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Hello, our asset was free for almost 2 months but we are working at improving it constantly and to offer fast support for every user that is interested in our asset in less than 24 hours, so we cannot provide the asset for free anymore. Anyway we tried to offer it at a price lower that other similar assets. If you cannot afford that price or you think is too high send us an e-mail at gley.mobi@gmail.com, and we will find a solution to help you integrate ads in your game.
     
    MD_Reptile likes this.
  18. coollcco

    coollcco

    Joined:
    Apr 5, 2018
    Posts:
    2
    Thank you so mach it work:)
     
  19. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    We are glad we could help you. Also if you have another questions feel free to ask and we will answer as soon as possible.
    And to help other users out, we will appreciate an honest review of the pack on Asset Store.
    Thank you.
     
  20. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Hello,
    We want to share with you our short time plans.

    Now we are working at a new and improved Settings Window that is more user friendly and easy to understand. Also will offer a more deep level of customization. Here is a preview of what we are doing:


    Now you will be able to select different mediation policy for your interstitial and rewarded video advertisers.

    After this will be uploaded to Asset Store we will work at what PixelEnvision suggested.

    If you have any suggestions of improving this plugin, or what you will find useful for you please let us know in a post.
    Thanks.
     
  21. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    If you encounter the following problem if you build Admob for iOS:

    ioserror.png

    You probably you don`t have cocoapods installed.
    To install it you need to follow this instuctions:

    • open Terminal on your mac
    • run the following command:
    • sudo gem install -n /usr/local/bin cocoapods
    • enter your password when required
    • wait for the installation to finish
    • run the following command:
    • pod install
    • after installation is complete build again your project with Unity
    • open xcode project but from the .xcworkspace file
    • run on your device and it should display Admob Ads.
     
  22. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    GDPR Compliance

    Since all people talk about this, we want to make sure that developers who use our asset know how to deal with this and that our asset is fully compatible with GDPR laws.

    Our plugin does not collect any personal information only selected advertisers collect personal information about users. Here is a list of how any advertiser deals with personal user data and what you have to do to be compliant with GDPR:
    • Unity Ads
      • Versions 2.0 and above will automatically present users with an opportunity to opt-out of targeted advertising, with no implementation needed from the publisher. On a per-app basis, the first time a Unity ad appears, the user will see a banner with the option to opt-out of behaviorally targeted advertising. Thereafter, the user can click an information button to receive the opt-out again.(Unity documentation)
      • No specific action needed.
    • Vungle
      • Vungle will display a consent dialog before playing an ad for a European user, and will remember the user’s consent or rejection for subsequent ads.(Vungle documentation)
      • No specific action needed.
    • Admob, AdColony, Heyzap
      • All require that implementation of getting user consent for receiving targeted ads to be made by publisher in his application and then to be sent to their SDK(Admob, AdColony, Heyzap).
      • If the application user does not accept the compliance they will keep serving ads but it will not be targeted anymore.
      • Getting consent from the user is needed to display ads in order to be compliant with GDPR.
    • Chartboost
      • Chartboost requires that implementation of getting user consent for receiving targeted ads to be made by publisher in his application and then sent to Chartboost SDK.
      • If the application user does not accept the compliance Chartboost SDK will not provide any ads.
      • Getting consent from the user is needed to display ads in order to be compliant with GDPR.
    As a conclusion, if you use just Unity Ads and Vungle, you should have no worries about GDPR, if you use any other advertiser you will have to make some changes to your game to be compliant.

    Today we submitted an update to Asset Store which is fully compatible with GDPR, we will announce here when version 1.1.1 will be available for download.

    Now we will offer an example of how to deal with this (pseudo C#):
    Code (CSharp):
    1.  
    2. //check if the user was not already asked
    3. if(Advertisements.Instance.UserConsentWasSet()==false)
    4. {
    5.      //display your custom popup to notify the user about targeted advertisements with YES and NO options.
    6.      if(YES)
    7.      {
    8.           //means that user agrees with data processing
    9.           Advertisements.Instance.SetUserConsent(true);
    10.      }
    11.      else
    12.      {
    13.           //user doesn't want to share his data
    14.           Advertisements.Instance.SetUserConsent(false);
    15.      }
    16. }
    17. Advertisements.Instance.Initialize();
    18.  
    An example of how your popup text should look like:
    "Do you prefer random ads in your app or ads relevant to you? If you choose Random no personal data will be collected. If you choose personalized, all data collected will be used only to serve ads relevant to you."
    Option 1: Personalized (YES)
    Option 2: Random (NO)

    By doing this using our Mobile Ads - 1.1.1 you will be compliant with GDPR laws.
     
    Last edited: May 26, 2018
  23. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    The Mobile Ads 1.1.1 is now live on Asset Store.
    With this version is easy to set up ads that are compliant with GDPR laws.
     
  24. dominoslex3

    dominoslex3

    Joined:
    May 7, 2017
    Posts:
    1
    GleyGames Hi Sir
    I have a question
    does the plugin it show only in europe's countries ?
     
  25. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Hello,
    Our plugin shows ads in every country on the world, it is not limited to just European countries. We just offer some methods to get user consent and deliver it to the advertisers SDKs, but that is not mandatory, you can show ads without implementing that methods.
    Our plugin does not include any methods to check if the user is from EU or not. We thought about including some solution for that, but we are unable to test that in every country from EU and we decided that is not good to sell untested code so we decided not to include it.
    Maybe we could implement some solution and offer it for free on Asset Store.
     
  26. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Hello,

    About getting the user country and check if it is European or not, we made some research and we find 2 methods that seem to work:

    Based on geolocation:
    https://forum.unity.com/threads/country-region-location-detection-for-high-score-postings.61334/

    Based on IP address:
    https://gist.github.com/sandcastle/436ecb49c749942cb52adb2da169a2d4

    We won`t implement any of them by default in our plugin in the future. We don`t want to collect any user data even if we don`t use it.

    We consider that is a good practice to ask every user if he wants personal ads or not, even if it is from EU or another part of the world. There is nothing wrong with that, users will still see ads, maybe your ecpm will drop a little if non personalized ads are shown, but it is not yet fully proven.
     
  27. abdofariss

    abdofariss

    Joined:
    May 28, 2018
    Posts:
    6
    is it work with unity personal version ?
     
  28. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Yes it works. It works even if you don`t enable Unity Services in your project. It is not dependent of the type of Unity license you are using.
     
  29. abdofariss

    abdofariss

    Joined:
    May 28, 2018
    Posts:
    6
    thank you
     
  30. abdofariss

    abdofariss

    Joined:
    May 28, 2018
    Posts:
    6
    it's now 12$ ?
     
  31. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    If you have Unity pro or plus you have a discount and it is 12$, if not, it is 15$. That is the Unity way to help people who have Unity with license by offering discounts on Asset Store packs.
     
    abdofariss likes this.
  32. abdofariss

    abdofariss

    Joined:
    May 28, 2018
    Posts:
    6
    can you help me with this please ?
    i checked both admob & vungle

    Assets/GleyPlugins/Ads/SupportedAdvertisers/CustomVungle.cs(80,28): error CS0117: `Vungle' does not contain a definition for `updateConsentStatus'
     
  33. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Hello,

    As you can see on vungle SDK download page, there is an Update in progress on their android SDK.
    Capture.PNG
    You cannot download anymore the Android SDK with GDPR support. Due to this issue we will remove Vungle Support from our plugin since they are not currently reliable, and their SDK do not show ads anymore.

    Here is the latest SDK that we managed to download before they do that update, this will fix your errors. But for about a week we do not get any ads from Vungle.

    https://drive.google.com/open?id=1yCv-8yRjeZcUDdm_vJBXfYBbBIO85WNz

    Do you have problems with Admob as well? Admob should work well.
     
  34. abdofariss

    abdofariss

    Joined:
    May 28, 2018
    Posts:
    6
    thank you
     
  35. abdofariss

    abdofariss

    Joined:
    May 28, 2018
    Posts:
    6
    i got this error when i added chartboost sdk

    Assets/GleyPlugins/Ads/SupportedAdvertisers/CustomChartboost.cs(155,132): error CS0122: `ChartboostSDK.CBSettings.Instance.get' is inaccessible due to its protection level
     
  36. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    As you can see in our documentation the fix is very simple:

    doc.PNG

    You have to open CBSettings.cs and put public in front of that instance like in the following screenshot:

    cbsettings.PNG
    If you have any more questions or suggestions feel free to ask.​
     
  37. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Hello,

    We just released a major update to our asset and you can get it from Asset Store:
    Mobile Ads (GDPR Compliant) - v.1.1.3

    Changes in this version:
    • New and easy to use Settings Window
    independent mediation.jpg
    • Independent mediation for interstitials and rewarded videos
    • For order mediation you just have to drag the advertisers to the desired order
    • For percent mediation you just have to drag the sliders proportionally with what percent you want
    • Also you can disable an advertiser by just uncheck the box.
    • We added more comments to our code so now it is easy to read and more organized
    Hope you will enjoy this, and feel free to suggest other things you want to be implemented in our asset
     
  38. xsasoftware

    xsasoftware

    Joined:
    Sep 6, 2017
    Posts:
    4
    Hello Gley,
    I bought this plugin, but I can't get the admob banner work. It seems that the mediation function return null and does not initiate the banner. The problem is that i do not use other ads network, only admob banner. Why does it try to init with mediation methods?

    With respect,
    Alex
     
  39. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Hello,
    We just made a test to confirm that Admob is working without any mediation.

    We configured the Settings Window like this:
    settings window.jpg

    Make sure On Screen Debug Mode is enabled to see your errors if you have.

    Ad our test scene to the build:
    build settings.png
    And on our device we are able to see the banner ad:

    Screenshot_2018-06-28-15-50-13.png
    What errors do you have on your screen? Please send us a screen shot of your device with our test scene running to see what errors do you get when banner is not displayed.

    Check to see if your banner id does not have an empty space at the beginning or at the end.
     
  40. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    We just submitted to the Asset Store our new version of the plugin - v.1.1.6 that is COPPA compliant.
    COPPA (Children's Online Privacy Protection Act) is required if your app is directed to children under the age of 13. To be compliant with COPPA your app does not have to collect any user data.

    Each ad publisher we support has his own way to deal with COPPA. some of them within dashboard and some of them required some in app setup. Here is a detailed description of what you should do to be compliant:

    Admob

    coppa admob.jpg
    Heyzap
    Unity Ads
    Chartboost
    AdColony
    Vungle
    • You have to send an e-mail to Vungle team to enable COPPA for your app. It cannot be enabled from your dashboard.
    Hope this is clear enough, if you have any questions we will gladly answer all of them.
     
    Last edited: Jul 16, 2018
  41. PixelEnvision

    PixelEnvision

    Joined:
    Feb 7, 2012
    Posts:
    455
    Hi there, do you have any ETA for this?
     
  42. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Hello,
    Thank you for your interest but unfortunately we have a lot of work to do to our other plugins and to offer support for users and we cannot give you an estimate on when this task will be done, but it is on our To Do list. We did not forget about it.

    We just submitted to Unity a new version of the plugin, and now you can call ad from a specific publisher bypassing the mediation settings. We did this because a lot of users that bought our pack asked for it so we prioritized it.

    Any suggestions you have will e taken to consideration and will be implemented sooner or later. But we are very busy right now. We are sorry for making you wait that long.
     
  43. PixelEnvision

    PixelEnvision

    Joined:
    Feb 7, 2012
    Posts:
    455
    Thank you for your reply, and it's all right!

    I've just wanted to get a status update as I'm about to go ahead with the ads integration on my new game. I'll probably code my own solution for this in the meantime...
     
  44. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    We just released an important update asked for a lot of our users and you can get it from Asset Store:
    Mobile Ads (GDPR Compliant) - v.1.1.7

    Now you can call an ad from any advertiser you want, any time you want in your game, bypassing the mediation. This feature was asked for a lot of users.

    For interstitial:
    Code (CSharp):
    1. Advertisements.Instance.ShowInterstitial(
    2. GleyMobileAds.SupportedAdvertisers.AdvertiserName, InterstitialClosed);
    3.  
    4. private void InterstitialClosed()
    5. {
    6.      Debug.Log("Interstitial closed -> Resume Game ");
    7. }
    For rewarded video:
    Code (CSharp):
    1. Advertisements.Instance.ShowRewardedVideo(
    2. GleyMobileAds.SupportedAdvertisers.AdvertiserName, CompleteMethod);
    3.  
    4. private void CompleteMethod(bool completed)
    5. {
    6.      if(completed)
    7.      {
    8.           Debug.Log("Completed " + completed);
    9.      }
    10. }
    11.  
     
  45. PixelEnvision

    PixelEnvision

    Joined:
    Feb 7, 2012
    Posts:
    455
    New suggestion, return advertiser used to display ad when mediation is used. That would be helpful to track ad networks performance using analytics.

    Sample Code
    Code (CSharp):
    1. Advertisements.Instance.ShowRewardedVideo(CompleteMethod);
    2. private void CompleteMethod(bool completed, string network)
    3. {
    4.      if(completed)
    5.      {
    6.           Debug.Log("Completed " + completed);
    7.            AnalyticsEvent.AdComplete (true, network);
    8.      }
    9. }
     
  46. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Great suggestion, thank you!

    It will be implemented in version1.1.9 that will be released in about 1 or 2 weeks from now
     
    PixelEnvision likes this.
  47. PixelEnvision

    PixelEnvision

    Joined:
    Feb 7, 2012
    Posts:
    455
    Hi again,

    I've integrated Unity Ads, Chartboost, AdColony and Vungle. First 3 working perfectly while I cannot get Vungle to work. It seems to initialise but there are no ads available to show. Using Vungle 6.2.0, any suggestions?

    Removing my Chartboost question as it was my mistake. It's working correctly, please disregard, if you've seen it...

    Thanks!
     
    Last edited: Aug 12, 2018
  48. PixelEnvision

    PixelEnvision

    Joined:
    Feb 7, 2012
    Posts:
    455
    One more, when I switch to android and press play on test scene I'm getting the following error in editor:


    It's properly set up for android, and it seems to initialise AdColony even after that error...

    It seems to be originated from AdColony's own code, I guess I can silence it by setting up the keys?
     
    Last edited: Aug 12, 2018
  49. GleyGames

    GleyGames

    Joined:
    Oct 16, 2015
    Posts:
    58
    Vungle sdk has some troubles lately, as you can see on our asset page we are not offering Vungle support for Android anymore, but we keep it there maybe they will update the SDK soon and it will work again.

    About AdColony error, I`ve just noticed they updated the sdk 5 days ago, so maybe there is something wrong with the new update. We have to check on our own and see if it is necessary to update our AdColony implementation to accommodate this new AdColony update.

    Thank you for pointing that out.
     
  50. PixelEnvision

    PixelEnvision

    Joined:
    Feb 7, 2012
    Posts:
    455
    Thank you for your reply, in that case I'll just leave Vungle out for now...

    Re: AdColony, yes that might be the cause as I've downloaded their SDK today... Btw, same error happens on iOS too...

    Finally, I've just got Unity Remote Settings working. :) It was extremely simple as your codebase was so clean, just small function and an event listener added to your main script. Would you like a copy of it?