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UnityAds can't include using UnityEngine.Monetization and Advertisement.Banner

Discussion in 'Unity Ads' started by xeniv, Nov 2, 2018.

?

Do You have the similar problems with me?

  1. Yes

    28 vote(s)
    100.0%
  2. No

    0 vote(s)
    0.0%
  1. xeniv

    xeniv

    Joined:
    Nov 2, 2018
    Posts:
    4
    Hi, I have a game using UnityAds with placement "video" successfully by activating Ads from "Services" window, but I can't show a banner using UnityAds Banner:
    Advertisement.Banner.Show (bannerPlacement);
    My build target setting is for Android Platform, not iOS. I'm afraid this is the problem.
    I have tried importing "Monetization 3.0" UnityAds SDK after can not find Advertisement.Banner.
    But still, everything still looks the same just like before importing Monetization.
    I've tried to just : Advetisement.Show("bannerID").
    The result in the test, it will show just like a video ad works; one full screen saying ads is working(without specifying what ad is shown). Then when i tried to "build and run" on my android phone there 's nothing there; the ads won't show up.
    So, I have questions:
    -how to include using UnityEngine.Monetization and have Advertisement.Banner on Android Platform Target?
    -I just wonder, should we import Monetization SDK or can we just use enabling UnityAds on the "Services" window to show the banner?
     
  2. JeffDUnity3D

    JeffDUnity3D

    Unity Technologies

    Joined:
    May 2, 2017
    Posts:
    3,685
  3. Margallo

    Margallo

    Joined:
    May 1, 2016
    Posts:
    3
    @xeniv Thanks for the tutorial its so easy to follow :)
     
  4. xeniv

    xeniv

    Joined:
    Nov 2, 2018
    Posts:
    4
    Thank You. It's working now. I just forgot to disable the build in extension and re open unity.
     
  5. xiatianjin

    xiatianjin

    Joined:
    Apr 22, 2015
    Posts:
    4
    upload_2018-11-9_17-49-17.png
    void Start()
    {
    Advertisement.Initialize(gameID, testMode);
    StartCoroutine(ShowBannerWhenReady());
    }

    IEnumerator ShowBannerWhenReady()
    {
    Debug.Log("0 Advertisement.IsReady === "+Advertisement.IsReady("banner"));
    while (!Advertisement.IsReady("banner"))
    {

    yield return new WaitForSeconds(0.5f);
    }
    Debug.Log("1 Advertisement.IsReady === "+Advertisement.IsReady("banner"));
    Advertisement.Banner.Show(bannerPlacement);

    Advertisement.Banner.Show("Banner");
    }


    Still no banner ads
    How to amend it?
     
  6. JeffDUnity3D

    JeffDUnity3D

    Unity Technologies

    Joined:
    May 2, 2017
    Posts:
    3,685
    @xiatianjin We currently are offering banner ads in US only, and hope to expand to other markets soon.
     
  7. xiatianjin

    xiatianjin

    Joined:
    Apr 22, 2015
    Posts:
    4
    Thank you for your reply 。Can you explain it later in the document (supported countries and regions)
     
    carsonhui likes this.
  8. GoodCatchUnity3

    GoodCatchUnity3

    Joined:
    Jun 13, 2018
    Posts:
    2
    Hello, could we please have a link to a concise page outlining the regions to which Unity Ad Banners are limited to? I have worked on our migration for five working days only to stumble upon this page to see that somehow / maybe / probably they are only available to the US. This is extremely important. I don't think I anyone should have to ask for this or need to explain why.
     
    Last edited: Jan 2, 2019
  9. ap-unity

    ap-unity

    Unity Technologies

    Joined:
    Aug 3, 2016
    Posts:
    1,085
    @GoodCatchUnity3

    Banners are available in all regions, depending on our available inventory. We're currently working with our demand partners to ensure Unity developers are able to receive bids and impressions. There is an expected ramp up period but Unity is working toward fulfilling a majority of ad requests.