For the last several months, my project has been in Google Play’s open testing, and has been running ads without a problem.
Lately, I had to update my project’s target API and billing library because Google Play demanded it, but got a lot of problems getting the project to build. During all this, I updated my Unity version, my AdMob version, etc, all in the hopes of fixing the problem.
I have finally got the problem fixed and can get a build. While the game itself still runs without a problem, the ads are no longer running in the Android build. This is strange, because they do run fine within Unity’s editor.
I’ve gone through a bunch of different attempts to fix this by following AdMob set-up tutorials, which included manually updating the play-services-ads version number in my GradleMainTemplate file, and adding the JDK path to my environment settings. However, none of them have made a difference.
The only other potential cause I can think of is that my builds since updating to the new AbMob version have had the “Trial Version” watermark on it. This is due to me creating the build while in a different country to where I was when I activated my Unity license (this is an old issue I’ve had, and if I go back and run a build there, the watermark is gone).
Just hoping to get to the bottom of this, because if the Watermark is the cause, I’ll just hold off on fiddling with the project at all until I go back to the country I activated the license next month.
UPDATE:
I updated my Google Play Admobs to the latest (9.2.0), and followed a tutorial to get it right. The watermark is gone (hope it doesn’t mean I’ll get it when I fly abroad again), and my ads are running again.