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UnityAdsEditor: Failed to contact server. (while NO INTERNET)

Discussion in 'Unity Ads & User Acquisition' started by s6mna9, Dec 13, 2015.

  1. s6mna9

    s6mna9

    Joined:
    Jun 24, 2015
    Posts:
    1
    What is that and how to fix or handle?

    UnityAdsEditor: Failed to contact server.
    UnityEngine.Advertisements.<GetAdPlan>c__Iterator0:MoveNext()
     
    VCRhythm likes this.
  2. rasmus-unity

    rasmus-unity

    Unity Technologies

    Joined:
    Aug 15, 2014
    Posts:
    1,312
    Yes, I can see it's a somewhat useless message if you are working offline. Is it giving you problems as such?
     
  3. johnpine

    johnpine

    Joined:
    Sep 19, 2015
    Posts:
    26
    this is a bit annoying error. when working offline or going to a location where there is no internet you can't do anything for it. every time when Play is pressed this will stop the game. sometimes even with internet connection the game is sometimes stopped by this error. when doing work offline ie. roaming you need to go to starbucks to get online to remove the ads service to remove this error.
     
  4. rasmus-unity

    rasmus-unity

    Unity Technologies

    Joined:
    Aug 15, 2014
    Posts:
    1,312
    Correct, you get a message in the console window, but does this stop the game? I just tested on 5.3.3 and I was able to run the game in editor playmode.

    For next version of Unity Ads SDK we have extra focus on connectivity scenarios, and I will also verify this particular case. However cannot say precisely when we have new SDK version ready.

    -Rasmus
     
  5. Salazar

    Salazar

    Joined:
    Sep 2, 2013
    Posts:
    235
    Hello,

    5.3.5p4 same here. Sometimes, it fails even online.(When rapid testing.)(in Editor)

    Regards,
     
  6. ariplates

    ariplates

    Joined:
    May 25, 2015
    Posts:
    1
    Our Project is using UnityAds, But Why I see FFFFFFF Message("UnidyAdsEditor Failed to contact Server"), Since I am Testing NewScene without Code About UnityAds,
     
  7. Ben-Stoneman

    Ben-Stoneman

    Services Support

    Joined:
    Jan 19, 2012
    Posts:
    52
    Salazar likes this.
  8. varlamov5264

    varlamov5264

    Joined:
    Aug 18, 2013
    Posts:
    3
    Support for older versions of Unity will be disabled?
     
  9. Doombeatz

    Doombeatz

    Joined:
    Jul 16, 2015
    Posts:
    3
    Hi everybody !

    Are there any news on this bug ?

    I'm using unity 5.4.0f3 and I can't lauch my app anymore without internet connection. It prompts the same UnityAdsEditor error ... [picture attached]

    It was working fine few days ago. And, yesterday I've integrated Firebase push notifcations and analytics (Any possible conflicts ?)

    Thanks for your help !
     

    Attached Files:

    Last edited: Apr 15, 2018
  10. rasmus-unity

    rasmus-unity

    Unity Technologies

    Joined:
    Aug 15, 2014
    Posts:
    1,312
    Hi @Doombeatz,

    I've tried to reproduce your issue with https://github.com/Unity-Technologies/unity-ads-engineintegration-test using Unity 5.6.5f1 (oldest version I have installed on my machine). Even without internet connection the project continues, but ofc the Ads buttons doesn't become enabled, since there are no ads to show.

    upload_2018-4-15_18-3-2.png

    Are you using meditation or other Ads SDK's in combination with Unity Ads?

    (Also, searched our codebase, and couldn't immediately find any references to "Failed to contact server" error message)

    If possible, can you see if you can reproduce the problem in https://github.com/Unity-Technologies/unity-ads-engineintegration-test?

    Thanks,
    Rasmus
     
  11. Doombeatz

    Doombeatz

    Joined:
    Jul 16, 2015
    Posts:
    3
    Hello @rasmus,
    The bug was coming from the Editor script. I've noticed that when unity ads is activated via the editor services tab, it tries to initialize automatically even if there is no internet connection and that error freeze the app.
    I turned off the editor toogle, and finaly imported the default package. By that way i'm sure to be the one who initialize when I want.
    Honnestly, it was working fine before. But after adding Firebase APIs things have been worse. I don't know much about the conflicts that can occur in that case.
    Unity API integration is sometimes very tricky ...