I was under the impression that unity Ads are integrated from 5.2 upwards.
Do I still need to download the unity assets store package as this puts files in the Plugins folder, This was not mentioned in mikes tutorial (5.2+) and the unite 2016 version he did online.
Yeah cheers, I ended up for some reason, creating copies of the Ad project in unity ads, funny thing is It implies you cannot delete them but archiving them des really delete them, god knows way they did not say that.
Anyways I did not get the yellow and white text just below the go to dashboard at first, I had to delete the ads service and add it again, then I went to unity assets and downloaded the package (installed Android only so far), they should really give you can option in there to download it there and then for you, they know you need it so why not.
its my first time with ads but I think I’m there, cheers again, I hope this helps others as well.
Ads in 5.5.0p3 should work if you check the following:
In build settings → set build target to iOS or Android
In Ads service menu > open Advanced → Toggle “Enable Ads extension”
Make sure you’ve included the correct library: “using UnityEngine.Advertisements;” (See code sample)
If it still doesn’t work…
Edit > Project Settings > Editor
Asset Serialization > mode → Force text
In Finder, open either [Unity project] > ProjectSettings > UnityAdsSettings.asset OR UnityConnectSettings.asset
3. In Finder, open either [Unity project] > ProjectSettings > UnityAdsSettings.asset OR UnityConnectSettings.asset
I have no clue as to what Finder is? are you thinking Windows Explorer or whatever it’s called in windows 10 now a days?
I’ve got the test ad displayed fine, as from last night, but not tried it on a real device as of yet, I’m assuming I should just get the Test stuff until I change this on the Ads site.