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Question Placement receives no fill - rewardedVideo and Start Ads

Discussion in 'Unity Ads & User Acquisition' started by mateuszwallace, Jun 10, 2022.

  1. mateuszwallace

    mateuszwallace

    Joined:
    Dec 13, 2019
    Posts:
    17
    Hi, I have the problem with rewardedVideo and StartAds to. Both was worked in test mode in Unity Editor and appropriate communicate appear e.g. "This screen would be your Ad Unit. Everything seems to be working".

    However when I build an app on phone the callback methods says that Error loading Ad Unit rewardedVideo/StartAds: NO_FILL - Placement receives no fill in EVRY case.
    I upload add-app.txt to website, update ads package, set google play store id, no mistake with Game ID, ad delivery enabled, test mode was overriden to real ads and unchecked the test mode (project settings -> services -> ads).
    Still the same message, no real ads, nothing...
    Additionally when i published the game on google play store still no ads appear.

    Edit:
    Unity Version 2021.3.0f1, the problem probably appears during the build of an apk/aab because with test mode - true at phone, the infomation "...Everything seems to be working" not appear.

    Edit:
    Unity Version 2021.3.4f, problem still persist. Removed 2 warnings during build an android app, wrong keystore file localization - repositories.cfg not be loaded and disable burst compilation/optimization in project setings due to unable to load assembdly of testrunner.dll.

    I will upload an logs from my phone directly correlated with the ads:

    Autoconnected Player Unity Ads initialization complete.
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:Log(Object)
    AdsInitializer:OnInitializationComplete() (at D:\Gry\NatureWorldRepository\Assets\AdsInitializer.cs:47)
    UnityEngine.Advertisements.UnityAdsInitializationListenerMainDispatch:<OnInitializationComplete>b__3_0() (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ads@4.2.1\Runtime\Advertisement\Dispatchers\UnityAdsInitializationListenerMainDispatch.cs:18)
    UnityEngine.Advertisements.Utilities.CoroutineExecutor:Update() (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ads@4.2.1\Runtime\Advertisement\Utilities\CoroutineExecutor.cs:17)


    Autoconnected Player Loading Ad: StartAds
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:Log(Object)
    AdsInitializer:LoadAd() (at D:\Gry\NatureWorldRepository\Assets\AdsInitializer.cs:34)
    AdsInitializer:OnInitializationComplete() (at D:\Gry\NatureWorldRepository\Assets\AdsInitializer.cs:48)
    UnityEngine.Advertisements.UnityAdsInitializationListenerMainDispatch:<OnInitializationComplete>b__3_0() (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ads@4.2.1\Runtime\Advertisement\Dispatchers\UnityAdsInitializationListenerMainDispatch.cs:18)
    UnityEngine.Advertisements.Utilities.CoroutineExecutor:Update() (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ads@4.2.1\Runtime\Advertisement\Utilities\CoroutineExecutor.cs:17)


    Autoconnected Player Unity Ads Initialization Failed: NO_FILL - Placement receives no fill
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:Log(Object)
    AdsInitializer:OnUnityAdsFailedToLoad(String, UnityAdsLoadError, String) (at D:\Gry\NatureWorldRepository\Assets\AdsInitializer.cs:83)
    UnityEngine.Advertisements.<>c__DisplayClass4_0:<OnUnityAdsFailedToLoad>b__0() (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ads@4.2.1\Runtime\Advertisement\Dispatchers\UnityAdsLoadListenerMainDispatch.cs:23)
    UnityEngine.Advertisements.Utilities.CoroutineExecutor:Update() (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ads@4.2.1\Runtime\Advertisement\Utilities\CoroutineExecutor.cs:17)


    Autoconnected Player Loading Ad: rewardedVideo
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:Log(Object)
    RewardAdsButton:LoadAd() (at D:\Gry\NatureWorldRepository\Assets\Scripts\LevelChanger\RewardAdsButton.cs:25)
    btnController:eek:dkryjObrazek() (at D:\Gry\NatureWorldRepository\Assets\Scripts\LevelChanger\btnController.cs:134)
    UnityEngine.Events.InvokableCall:Invoke() (at \Users\bokken\buildslave\unity\build\Runtime\Export\UnityEvent\UnityEvent.cs:178)
    UnityEngine.Events.UnityEvent:Invoke() (at \Users\bokken\buildslave\unity\build\Runtime\Export\UnityEvent\UnityEvent\UnityEvent_0.cs:58)
    UnityEngine.UI.Button:press() (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\Button.cs:70)
    UnityEngine.UI.Button:OnPointerClick(PointerEventData) (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\UI\Core\Button.cs:114)
    UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData) (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\ExecuteEvents.cs:57)
    UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\ExecuteEvents.cs:272)
    UnityEngine.EventSystems.StandaloneInputModule:processTouchPress(PointerEventData, Boolean, Boolean) (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\InputModules\StandaloneInputModule.cs:407)
    UnityEngine.EventSystems.StandaloneInputModule:processTouchEvents() (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\InputModules\StandaloneInputModule.cs:305)
    UnityEngine.EventSystems.StandaloneInputModule:process() (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\InputModules\StandaloneInputModule.cs:279)
    UnityEngine.EventSystems.EventSystem:Update() (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ugui@1.0.0\Runtime\EventSystem\EventSystem.cs:501)


    Autoconnected Player Error loading Ad Unit rewardedVideo: NO_FILL - Placement receives no fill
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:Log(Object)
    RewardAdsButton:OnUnityAdsFailedToLoad(String, UnityAdsLoadError, String) (at D:\Gry\NatureWorldRepository\Assets\Scripts\LevelChanger\RewardAdsButton.cs:71)
    UnityEngine.Advertisements.<>c__DisplayClass4_0:<OnUnityAdsFailedToLoad>b__0() (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ads@4.2.1\Runtime\Advertisement\Dispatchers\UnityAdsLoadListenerMainDispatch.cs:23)
    UnityEngine.Advertisements.Utilities.CoroutineExecutor:Update() (at D:\Gry\NatureWorldRepository\Library\PackageCache\com.unity.ads@4.2.1\Runtime\Advertisement\Utilities\CoroutineExecutor.cs:17)

    The rewarded video is started after clicking the button - therefore another scripts calls this method.
     
    Last edited: Jun 10, 2022
  2. LIU_Hanyang96

    LIU_Hanyang96

    Unity Technologies

    Joined:
    Jul 12, 2021
    Posts:
    113
    Hi mateuszwallace,

    May you provide your game id? I can help check for you.
    You need to make sure your SDK is initialized successfully first. Sometimes no fill is caused by the target prices of the ad placements. It may work after changing the target or creating more placements with different targets.
     
  3. mateuszwallace

    mateuszwallace

    Joined:
    Dec 13, 2019
    Posts:
    17
    Thank you for the response. Sure mine game id is 3905631.
    Additionally ads on my another game on google play store works normally, nearly the same code.
    Here are logs from ads in Unity Editor:

    The first Callback OnInitializationComplete says that SDK is initialized sucesfully. The same information is on my phone (first log of the post above), next we move to Load ad and here we have some problems because OnUnityAdsFailedToLoad are called with Placement receives no fill.
    How the flow of the ads should look like? What is the "target price" and the "target" itself, where we set this, on Unity Dashboard?
    I never walk so deep into ads within my previous project. I wondering if some packages during build of an app maks ads working incorectly.
     
  4. LIU_Hanyang96

    LIU_Hanyang96

    Unity Technologies

    Joined:
    Jul 12, 2021
    Posts:
    113
    Hi,

    I notice you are using UnityAds SDK directly. Therefore, you do not need to set a target price.
    I checked your game id, and there should be something wrong when initializing with your game id. I will check it with the development team. You can try to create a new project and use that new game id, or wait for our updates.
     
  5. Kosidinma

    Kosidinma

    Joined:
    Aug 1, 2013
    Posts:
    25
    I'm having a similar issue on Unity 2022.2.2. Ad placement works fine on windows editor, actual android device, mac editor but never on a real iOS device. I always get the error
    "Error loading Ad Unit getextraPoints: NO_FILL - Placement receives no fill" 

    It happens no matter how many times I try. been having this issue for the past 2 days.
    Any help is appreciated.
     
  6. mateuszwallace

    mateuszwallace

    Joined:
    Dec 13, 2019
    Posts:
    17
    In my case the problem was with the copy of the settings of Ads from my previously game, I just needed to create the new settings of the Ads and fill it from scratch.
     
  7. MandragoneGames

    MandragoneGames

    Joined:
    Oct 2, 2017
    Posts:
    7
    Hi everybody,
    Same issue for us in France. We implemented LevelPlay for the andrdoid version but failed for IOS thus implemented basic Unity Ads (3.7.5 intentionnally not the latest version). Note that we applied the App Tracking Transparency services. The debug mode works fine.
    The SDK initializes correctly:
    Apr 02 12:54:19.648 RemoteConsole <stderr>: 2023-04-02 12:54:18.711 LuckyJoe[19922:1669122] I/UnityAds: +[UnityServices initialize:delegate:testMode:usePerPlacementLoad:initializationDelegate:] (line:99) :: Initializing Unity Ads 3.7.5 (3750) with game id 5183493 in production mode

    The ads fail to load:
    Apr 02 12:54:21.179 RemoteConsole <stderr>: 2023-04-02 12:54:20.194 LuckyJoe[19922:1669122] LTE
    Apr 02 12:54:21.179 RemoteConsole <stderr>: 2023-04-02 12:54:20.198 LuckyJoe[19922:1669122] I/UnityAds: +[USRVApiSdk WebViewExposed_logInfo:callback:] (line:70) :: Webview started using the latest version
    Apr 02 12:54:21.308 RemoteConsole <stderr>: 2023-04-02 12:54:20.375 LuckyJoe[19922:1669122] Error loading Ad Unit: Interstitial_iOS - NO_FILL - Placement receives no fill
    Apr 02 12:54:21.308 RemoteConsole <stderr>: UnityAds:OnUnityAdsFailedToLoad(String, UnityAdsLoadError, String)
    Apr 02 12:54:21.308 RemoteConsole <stderr>: UnityEngine.Advertisements.Platform.iOS.IosLoadListener:OnLoadFailure(IntPtr, String, Int32, String)
    Apr 02 12:54:21.308 RemoteConsole <stdout>: Error loading Ad Unit: Interstitial_iOS - NO_FILL - Placement receives no fill

    And for information, we use the IOS Project Builder asset.
    Any ideas ?
    Thanks
     
  8. RSH1

    RSH1

    Joined:
    Jul 9, 2012
    Posts:
    256
    Same for me. Works in test mode and Android but not iOS.
     
  9. FlurinJenal

    FlurinJenal

    Joined:
    Nov 18, 2018
    Posts:
    18
    Same here, how can we fix it? It's quite important.
     
    ot21 likes this.
  10. Calvin2274

    Calvin2274

    Joined:
    Sep 11, 2014
    Posts:
    17
    same here
     
  11. yimi_cgh

    yimi_cgh

    Joined:
    Oct 9, 2015
    Posts:
    2
    I use Advertisement Legacy 4.4.2. Same problem
    every first time it can play,when I reload after it play complete, it load fail

    Rewarded_Android - TIMEOUT - [UnityAds] Timeout while loading Rewarded_Android

    Some time is TIME_OUT ,Some time is NO_FILL
     
    Last edited: Apr 26, 2023
  12. mster50-2

    mster50-2

    Joined:
    May 28, 2013
    Posts:
    20
    Same issue here.
     

    Attached Files:

  13. xxnc

    xxnc

    Joined:
    Jul 8, 2022
    Posts:
    2
    Same issue here.

    Error loading Ad Unit Interstitial_iOS: NO_FILL - Placement receives no fill

    How to fix?
     
  14. ot21

    ot21

    Joined:
    Oct 4, 2022
    Posts:
    4
    same problem here, anyone find a solution? works on android but not on ios only test mode works on ios
     
  15. KubiWay

    KubiWay

    Joined:
    Oct 7, 2014
    Posts:
    17
    Got the same issue, iOS only. Android works great.
    Using:
    Unity 2022.1.20f
    Xcode 14.3
    iOS 16
    Advertisement with mediation, v1.05.
    Pods 1.12.1

    I can see that requests have been made successfully on the UnityDashboard.
    The error happens on await _ad.LoadAsync(); and the error received is:
    Code (CSharp):
    1. 2023-05-05 22:19:37.793358+0200 Kubi Way[7757:548348] Successfully sent tracking event: 1 to https://mediation-tracking.unityads.unity3d.com/api/v1/adunitevent
    2. 2023-05-05 22:19:37.826968+0200 Kubi Way[7757:548266] configurationResponse: <UMISConfigurationResponse 0x282d78e80>: {
    3.     ad_unit {
    4.       ad_unit_id: "Rewarded_iOS"
    5.       waterfall {
    6.         waterfall_id: "XXXXXX Replaced"
    7.       }
    8.       ad_unit_name: "Rewarded iOS"
    9.     }
    10.     host_names {
    11.       tracking_hostname: "https://mediation-tracking.unityads.unity3d.com"
    12.       diagnostic_event_hostname: "https://mediation-tracking.unityads.unity3d.com"
    13.       s2s_hostname: "https://mediation-s2s.unityads.unity3d.com"
    14.       waterfall_instantiation_hostname: "https://mediation-instantiation.unityads.unity3d.com"
    15.     }
    16.     instance_id: "XXXXXX Replaced"
    17.     source_versions {
    18.       sdk_session_id: "XXXXXX Replaced"
    19.       med_config_id: "XXXXXX Replaced"
    20.     }
    21.     enable_impression_reporting: true
    22.     iso_country_code: "SE"
    23. }
    24. 2023-05-05 22:19:37.828756+0200 Kubi Way[7757:548266] UMSReachability Flag Status: WR t------ networkStatusForFlags
    25. 2023-05-05 22:19:37.833865+0200 Kubi Way[7757:548266] UMSReachability Flag Status: WR t------ networkStatusForFlags
    26. 2023-05-05 22:19:37.835686+0200 Kubi Way[7757:548266] Rewarded Ad failed to load with error(UMSLoadErrorNoFill) : UMSLoadErrorNoFill : No line item could get fill!
    Any idea what's going on?
     
  16. ot21

    ot21

    Joined:
    Oct 4, 2022
    Posts:
    4
    has anyone tried to publish their app on app store and enter their store id in unity dashboard?
     
  17. FMStudio

    FMStudio

    Joined:
    Mar 12, 2018
    Posts:
    5
    I tried using appId and adUnit of a different app already available in the store (and that I can confirmed ads are working) but I still get the same "NO_FILL - Placement receives no fill" error. So it has definitely something to do with recent sdk and/or implementation, but still no idea how to fix.
    Maybe the guy who can solve it was among the 600 Unity employees that got laid off?
     
  18. TangoChen

    TangoChen

    Joined:
    Dec 1, 2012
    Posts:
    7
    This happened to me today. The ads worked. And I changed the bundle id for a new App name. Then the ad is NO_FILL on the new build. I was thinking if the ad is restricted to one bundle id. I can see bundle id is sent while initializing Unity Ads. It could be a coincidence. The ads no longer work even if I change the bundle back or set up a new Project ID on project settings.
     
  19. ot21

    ot21

    Joined:
    Oct 4, 2022
    Posts:
    4
    Here is the unity response:

    Hi,
    Thank you for the clarification.
    Upon further investigation, it appears that there was an issue with the Unity Ads SDK 4.2.1 package when using it in Unity Editor.
    Our developers are currently working on fixing the NO_FILL error.
    I will let you know as soon as there is more information.
    Good day,

    Carl Decker
    Developer Support Engineer
     
  20. KubiWay

    KubiWay

    Joined:
    Oct 7, 2014
    Posts:
    17
    Hmm that's a bit concerning, it's not in the Editor that I'm having these issues. It's on actual iOS devices in release mode.
     
  21. chickgamestudios

    chickgamestudios

    Joined:
    Jan 12, 2023
    Posts:
    3
    Same for me, Placement receives no fill on actual iOS device, everything works when testMode = true. One question: should Unity Ads work in Alpha test release? (I haven't set Store ID yet)
     
    Last edited: May 13, 2023
  22. daniel_lochner

    daniel_lochner

    Joined:
    Jun 9, 2016
    Posts:
    175
    Hi there, having this issue as well! Any updates?
     
  23. gabanciano

    gabanciano

    Joined:
    Jan 14, 2016
    Posts:
    1
    Hey guys. I know it's been months but do you have any updates on this? Thanks!
     
  24. HiBing

    HiBing

    Joined:
    Feb 4, 2022
    Posts:
    1
    Unity 2023.2.2f1
    com.unity.ads@4.4.2
    same error:
    Interstitial,Rewarded work well,but
    when load the banner adv: "banner_lower Placement receives no fill"