So currently we are developing a game. We are running the latest Unity beta with the UnityAds imported from the services window. When i make an export and run the app through xCode everything works fine. The advertisements do get initialized properly. But whenever i archive the project and distribute it the Advertisement.isReady() always (and i mean always) returns false (i waited for around 2 days). This does not happen whenever i try to build it directly from xCode.
It seems like there are some UnityAd network calls that are not being made in the “distributed” version of the app. but do work on the locally build version
Does anyone know what the problem could be? im really banging my head against a wall right now.
I’m seeing the same problem.
I import the project to Xcode and run the project on my iPad. Unity Ads work fine in this case. I installed iosconsole and I filtered on unityads. There were loads of messages in the logs.
The problem is after I export the game to an IPA file in Xcode and upload it to TestFlight. I attached iosconsole to the build from TestFlight on my iPad and there is no output from when filtering on unityads. I added some extra debug to my game and I can see that isInitialised is true but when isReady is called, it always returns false.
I am using Unity 5.5.0p3 and Xcode 8.2.1 (8C1002).
That happens to me as well. Unity Ads works without problems when tested directly on xcode with the device connected by USB to the mac. But when uploaded to the store and tested with testflight the Ads doesn’t work anymore.
Hi,
I have a workaround by disable builtin ads extension in the services window, then manually download Unity Ads 2.0.7 from Assets Store. I found that 5.5.0p4 builtin Unity Ads version is 2.0.6, so i guess 2.0.6 is the problem…
I had the same issue, switched back to Asset Store, but it did not work at all, until I remembered I needed to define UNITY_ADS, which does not seem to be defined for the Asset Store version.
Go to “Edit → Project Settings → Player”, then in the “Other Settings” section you will see “Scripting Define Symbols”. Add “UNITY_ADS” to the end. Note the list is separated with semi colons “;”
Switch to Unity Ads 2.07 from the Asset Store (Credit: @game5mobile )
Go to “Edit → Project Settings → Player”, then in the “Other Settings” section you will see “Scripting Define Symbols”. Add “UNITY_ADS” to the end. Note the list is separated with semi colons “;” (Credit: @Sievlar )
Initialize on Start()
if UNITY_ANDROID
Advertisement.Initialize(“your id”); #endif #if UNITY_IOS
Advertisement.Initialize(“your id”); #endif
Unity 5.6.0b6 Xcode 8.2.1
unity ads doesn’t work on test flight, from Xcode it works perfectly.
When are you planning to fix this bug?
thank you in advance
The issue with Ads code being stripped in iOS .ipa builds in Unity 5.5.1 has been fixed in Unity 5.5.2. Have you upgraded? Also works in 5.6.0f1, which I have used for submitting game to Apple App Store.