Advertisements not showing up in the release build

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.

Tested on Beta 5.6.04 issue still persists

Have you checked device log? You shouldsee something similar to following (our test project in this case):


Using https://lemonjar.com/iosconsole/ for accessing log in this case, you should also be able to access from Xcode.

/Rasmus

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).

Any suggestions @rasmus-unity ?

I have exactly the same issue, from xcode to the phone unity ads works perfectly after submitting to the app store unity ads no longer works.

The same problem for unity 5.5.0 p4

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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 Folks,

We are looking into this issue right now. Some information about your builds would be extremely helpful:

  • Are these projects built through Cloudbuild or exported directly through the editor?
  • Which version of Unity & Xcode are you building from? (Unity 5.5.0p3?)
  • Please link your live app’s App Store URL, or send a Testflight code to unityads-support@unity3d.com.
  • If possible, please include a console log (Window > Devices) of your debug build showing ads, and your live build failing to run ads.

Thank you for your patience, we are working to resolve this as quickly as possible.

Thanks @FritzH . I have sent all the information to the unityads-support team. The case is 82281

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I’m getting the following error in game performance. Using Unity 5.5.0p4.

EntryPointNotFoundException: Unable to find an entry point named ‘UnityAdsEngineSetReadyCallback’ in ‘__InternalDynamic’.

UnityEngine.Advertisements.iOS.Platform+unityAdsReady…ctor (System.Object object, IntPtr method)

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…

@game5mobile thanks for the workaround. I tested it out and it works for me too

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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.

HI, how do you define UNITY_ADS?

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 “;”

I also have the same issue, Ads are not served on a distribution (TestFlight) build. However if I build to a device (iPhone) Ads work!

I’m using the Unity Ads Service.

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  1. Switch to Unity Ads 2.07 from the Asset Store (Credit: @game5mobile )
  2. 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 )
  3. Initialize on Start()

if UNITY_ANDROID
Advertisement.Initialize(“your id”);
#endif
#if UNITY_IOS
Advertisement.Initialize(“your id”);
#endif

(Credit: @VictorCashDaShi )

All three of these together has worked in three separate projects now.

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Thanks for the workaround - just to add, the services approach still doesn’t work in 5.5.1p1

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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

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Hi FritzH,
Any update on this thread?
Thank you.

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.

/Rasmus