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Unity Ads and windows phone 8

Discussion in 'Unity Ads & User Acquisition' started by echeg, Feb 2, 2015.

  1. echeg

    echeg

    Joined:
    Aug 1, 2012
    Posts:
    90
    I have a problem with unity ads.
    If I add advertising(unity ads) to the application, then after that I can not build of background on windows 8.

    When I build clear scene without Unity Ads I have:
    I have error:
    Error building Player: Exception: Error: type `System.Security.Cryptography.MD5CryptoServiceProvider` doesn't exist in target framework. It is referenced from Assembly-CSharp-firstpass.dll at System.Void UnityEngine.Advertisements.Event.Event::init().
    Error: type `System.Security.Cryptography.MD5CryptoServiceProvider` doesn't exist in target framework. It is referenced from Assembly-CSharp-firstpass.dll at System.Void UnityEngine.Advertisements.Event.Event::init().
    Error: method `System.Void System.Security.Cryptography.MD5CryptoServiceProvider::.ctor()` doesn't exist in target framework. It is referenced from Assembly-CSharp-firstpass.dll at System.Void UnityEngine.Advertisements.Event.Event::init().
    Error: method `System.Void System.Collections.Hashtable::.ctor(System.Collections.IDictionary)` doesn't exist in target framework. It is referenced from Assembly-CSharp-firstpass.dll at System.Boolean UnityEngine.Advertisements.HTTPLayer.HTTPRequest/<executePost>c__Iterator1::MoveNext().
    Error: method `System.Void System.IO.File::WriteAllBytes(System.String,System.Byte[])` doesn't exist in target framework. It is referenced from Assembly-CSharp-firstpass.dll at System.Void UnityEngine.Advertisements.PictureAdsRequest::HTTPFileCallback(UnityEngine.Advertisements.HTTPLayer.HTTPResponse).

    In Events I change:
    System.Security.Cryptography.MD5CryptoServiceProvider md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
    byte[] destBytes = md5.ComputeHash(srcBytes);

    string finalHash = System.BitConverter.ToString(destBytes).Replace("-", string.Empty);

    reqIdBase += finalHash + "-";

    To:
    #if !UNITY_WP8
    System.Security.Cryptography.MD5CryptoServiceProvider md5 = new System.Security.Cryptography.MD5CryptoServiceProvider();
    byte[] destBytes = md5.ComputeHash(srcBytes);

    string finalHash = System.BitConverter.ToString(destBytes).Replace("-", string.Empty);

    reqIdBase += finalHash + "-";
    #endif

    I have new error with not supported Hashtable:

    Error building Player: Exception: Error: method `System.Void System.Collections.Hashtable::.ctor(System.Collections.IDictionary)` doesn't exist in target framework. It is referenced from Assembly-CSharp-firstpass.dll at System.Boolean UnityEngine.Advertisements.HTTPLayer.HTTPRequest/<executePost>c__Iterator1::MoveNext().
    Error: method `System.Void System.IO.File::WriteAllBytes(System.String,System.Byte[])` doesn't exist in target framework. It is referenced from Assembly-CSharp-firstpass.dll at System.Void UnityEngine.Advertisements.PictureAdsRequest::HTTPFileCallback(UnityEngine.Advertisements.HTTPLayer.HTTPResponse).

    And to build the project, you must first delete unity ads
     
  2. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    I thought Unity Ads only supports iOS and Android?
     
  3. unity-nikkolai

    unity-nikkolai

    Joined:
    Sep 18, 2014
    Posts:
    540
    Salazar likes this.
  4. MrEsquire

    MrEsquire

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    Nov 5, 2013
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    2,712
  5. echeg

    echeg

    Joined:
    Aug 1, 2012
    Posts:
    90
  6. echeg

    echeg

    Joined:
    Aug 1, 2012
    Posts:
    90
    This means that now you can not do the build. Even if you are not using unity ads. When assembling, you will get compilation errors.
     
  7. unity-nikkolai

    unity-nikkolai

    Joined:
    Sep 18, 2014
    Posts:
    540
    Unity Ads was written for iOS and Android. For scripts in the Unity Ads asset package, there should be compiler conditional statements that wrap the code specific to those platforms, so that when you switch to an unsupported platform like Windows Phone 8, the code won't get compiled and won't generate any errors.

    Code (CSharp):
    1. // For each script in the Unity Ads asset package
    2. // Insert the following line as the first line of the script:
    3. #if UNITY_IOS || UNITY_ANDROID
    4.  
    5. //*** KEEP CONTENTS OF UNITY ADS SCRIPT HERE ***
    6.  
    7. // Then add the following line as the last line in the script:
    8. #endif
     
    Salazar and MrEsquire like this.
  8. thienhaflash

    thienhaflash

    Joined:
    Jun 16, 2012
    Posts:
    513
    When will there be an update with those conditional checks ? Currently every time I switch the build to webplayer, I can not build my game. It's not hard to do, but it's better if you guys do it so everyone don't need to do it again and again ...
     
  9. MrEsquire

    MrEsquire

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    Nov 5, 2013
    Posts:
    2,712
  10. unity-nikkolai

    unity-nikkolai

    Joined:
    Sep 18, 2014
    Posts:
    540
    Our development team operates on 3 week sprint cycles, but recently most of that effort has been directed towards server-side improvements and optimizations. Which have been necessary since our user base has grown so rapidly in the last year.

    There are some big changes and improvements coming down the line for the Unity Ads SDK, but that's also somewhat slowed progress on the release. Currently, priorities have shifted focused to preparing for GDC. But still, my hopes are that we'll have an update available before then.
     
    Salazar and MrEsquire like this.
  11. ottolb

    ottolb

    Joined:
    Jul 1, 2009
    Posts:
    42
    Hi,
    Nikkolai, there is a plan to include Unity Ads on windows phone?
     
  12. unity-nikkolai

    unity-nikkolai

    Joined:
    Sep 18, 2014
    Posts:
    540
    Not in the near future. We're limited to just iOS and Android for now.
     
  13. scbundy

    scbundy

    Joined:
    May 23, 2014
    Posts:
    51
    No Windows Phone? Well damn. Now what am I gonna do for my WP users.

    Fun fact, I get more downloads on WP than Android. So, I hope u guys add this soon.
     
    IndieFist and MobizITS like this.
  14. psykojello2

    psykojello2

    Joined:
    Jul 19, 2013
    Posts:
    37
    Oh come on, I'm tired of unity features not being supported on Windows Phone. I thought Microsoft was working with Unity to woo developers. Facebook login, Unity Ads, Cloud build - none of these are supported so I'm going to have to hold off on publishing my game for Windows Phone

    Is this because of Windows 10? Are all features being held off until then?
     
    MrEsquire likes this.
  15. sevensails

    sevensails

    Joined:
    Aug 22, 2013
    Posts:
    483
    +1 for supporting Windows Phone!
     
  16. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    GooglePlay does seem to be the worse store front for peons, thank you haggers, trying to SEO game the system, lol. So Windows Phone and Windows Store support would be nice. Maybe it's forbidden by MS?
     
    Last edited: Apr 17, 2015
  17. scbundy

    scbundy

    Joined:
    May 23, 2014
    Posts:
    51
    Probably isn't forbidden, more likely the typical marketshare issue so Unity won't bother adding support. Hopefully with windows 10.
     
  18. Moonstone94

    Moonstone94

    Joined:
    Oct 15, 2015
    Posts:
    4
    +1 for supporting Windows Phone!
     
  19. Maulwurfmann

    Maulwurfmann

    Joined:
    Mar 11, 2014
    Posts:
    366
    I also hope that it will be supported in the (near) future...
     
    Mateq likes this.
  20. Deleted User

    Deleted User

    Guest

    Go unity ads on windows phone!!
     
  21. shopguy

    shopguy

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    Jan 12, 2013
    Posts:
    282
    +1 for Unity ads, for Windows Store, not just phones, but tablets and desktops, my best market! As far as market share, desktop PCs are still king, just something to think about @unity.

    I'd happily use all of my votes for this, if there is an open feature request. (I still don't know how to search that system)
     
    Meceka likes this.
  22. Laumania

    Laumania

    Joined:
    Jun 27, 2012
    Posts:
    221
    +1 for Windows Phone support too - we have A LOT more downloads on Windows Phone than on iOS and Android.

    The reason is that it's much easier to be featured on Windows Phone, which we have been a couple of times.

    So Windows Phone support now please :)
     
  23. K1kk0z90_Unity

    K1kk0z90_Unity

    Joined:
    Jun 2, 2013
    Posts:
    90
    It would be great to have Unity Ads available for UWP (Universal Windows Platform)! Are you reconsidering to add it in the near future?
    Otherwise, can someone please advise me a good alternative to Unity Ads for rewarding video ads for Windows?
    Thanks in advance! :)
     
  24. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    518
    Well, just port my game and still w/o support for windows phone.
     
  25. Maulwurfmann

    Maulwurfmann

    Joined:
    Mar 11, 2014
    Posts:
    366
    I recently found https://vungle.com/.
    This works also with Windows Phone. But currently looks a bit buggy to me, i will give it a try for my next game (at least for the Windows Phone Version).
     
    IndieFist likes this.
  26. IndieFist

    IndieFist

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    Jul 18, 2013
    Posts:
    518
    Just testing, but on some devices using a video rewarded shows a black screen...
     
  27. Gabahulk

    Gabahulk

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    Oct 16, 2014
    Posts:
    7
    +1 for supporting Windows Phone!
     
  28. IndieFist

    IndieFist

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    Jul 18, 2013
    Posts:
    518
    Damn!!! i`m gettins alot of review asking about watch videos! I need another solution, vungle works fine on windows phone 10 only...
     
  29. SanketRJDave

    SanketRJDave

    Joined:
    Mar 10, 2015
    Posts:
    1
    Please support every platforms. Windows 10 OS is phenomenal. Windows 10 UWP is best for every developer. Please support us too.
     
  30. IndieFist

    IndieFist

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    Jul 18, 2013
    Posts:
    518
    Vungle supports WP10 only ?
     
  31. White8eard

    White8eard

    Joined:
    Aug 4, 2014
    Posts:
    61
    I recently added vungle to my wp and android app, ads were working fine but when switched from test mode to active mode...no ads appear anymore on windows,but works fine on android...it just I tried to debug with isadvertavailable...it always returns false on windows...I don't get it...bcoz things were fine when it was on test...my app is close to launch and I don't HV any alternate solution
     
  32. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    518
    Maybe because there is no ads on our region, also supports tell me there is no ads on wp8.1
     
  33. Simon_says

    Simon_says

    Joined:
    Oct 19, 2013
    Posts:
    141
    There are literally no good ad solutions for WP 8.1. I'm using the only ad sdk I could get to work which is pubCenter and fillrate is ~5%, which is nothing. Admob gives me best earnings on WP8 but doesn't support 8.1, and I don't know how do people expect us to publish games on WSA/UWP without a way to monetize them. If Unity Ads worked on WP 8.1 that would be a breakthrough...
     
    pango likes this.
  34. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    518
    Yep, i got 1k download each day in my game and more than 1,5k DAU with same video initialization, but they cant watch video ad Y_Y
     
  35. Nolex

    Nolex

    Joined:
    Dec 10, 2010
    Posts:
    115
    +1 for Unity ads, for Windows Store.

    Please advise a good advertisement Network for Windows Phone 8.1 (or Universal 8.1 / 10)
     
  36. shopguy

    shopguy

    Joined:
    Jan 12, 2013
    Posts:
    282
    That's a pretty bad fill rate. I've been using PubCenter (now part of Dev Center) for a couple years now and I haven't looked at the numbers a lot (since either way I don't make much money) but they always seem to be over 50% fill rate when I do look at them.

    In the interest of helping the community and also getting feedback as to how these compare to other ads I'm posting my numbers for the last 30 days, according to dev center... the requests are pretty small, since my games aren't very popular, so the $$$ are small, but I think requests vs revenue seems reasonable to me (if I had 1 million users, I'd be making a lot of money at this rate). Most of these are published as "Windows Store 8" and are PC, but as you can see there are 2 Mobile/Phone and the fill rate for those are even higher than the PC.

    upload_2016-12-16_15-42-42.png
     
    Nolex likes this.
  37. shopguy

    shopguy

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    Jan 12, 2013
    Posts:
    282
    Also might depend on where most of your installs are. According to dev center reports my fill rate is over 90% in US:

    upload_2016-12-16_15-48-12.png


    While Morocco is less than 1%:

    upload_2016-12-16_15-49-0.png
     
    Nolex likes this.