Admob banner: how to resize screen accordingly?

When adding an AdMob banner, it overwrites the current screen, “stealing” a few lines on the bottom. The fact is that it does not rescale the screen, but overwrites it.
This can be a problem because users that display ads risk to have information or buttons covered. At the same time, if I take into consideration the idea of moving all objects up by a few lines, premium users without ads will have those lines empty and unused.

The real solution would be to scale the screen so that the vertical size takes into consideration the banner, that always stands OUT of the game screen.
Can it be done automatically (I cannot find any way to do it)?
Or otherwise, can the banner be sent to a GUI object with a texture, so that I can have control over it?

When programming on native Android it looked like an obviously easy thing, with Unity I don’t know how to do it. Some help?

I’m running into the same problem. For the UI, I’ve thought about somehow re-sizing all of the UI objects to make room for the BannerView size, and simply increasing the transform y value all of my GameObejcts up by the size of the banner (latter not as much of a necessity on my game [partly because the banner is hidden on menus]). I can’t/don’t know how to access the BannerView size from script though.

I might be able to know the pixel height of the banner I am using and use Camera.main.ScreenToWorldPoint to move my objects up accordingly when the banner is activated, but since I’m using Screen Space Overlay for my UI system, I’m not sure if that will work with my UI.

This seems like a blatantly obvious issue, but this was the only info I found on it. There is a separate plug-in here that might work since it treats ads as prefabs, but I haven’t tried it and I don’t want to switch plug-ins just yet, especially since this one isn’t from Google.

I’ll tell you if I find a resolution.

This is obviously very old but maybe still relevant.

I’m just starting to dig into this but the best solution for me seems to have your Canvas render mode on screen space and dynamically adapt the viewport of your camera when you display an ad.

If your anchors are set properly, all your UI should adapt nicely. (I may post the code to adapt the viewport later, no time right now)

It is really old again but does anyone have an answer for that? I would be very happy if someone can solve this problem. I believe it is a huge problem.

Waking up the post again, does anyone know how to get rid of this problem?