Anyone using the new UnityAds?

I didn’t know where to post this, so I’m putting it here. Also I’ve used the search function but I get a bunch of posts about other ad networks.

I’ve been tinkering around with it, it seems pretty cool. But the documentation is really in need of some work. For example in various locations, it says I should put my Ads on test mode to see an unlimited amount. But then it doesn’t tell you how to put in test mode. I checked the Admin panel, not there. I think it might be a function, but I’m not sure. From the Inspector I can see it’s working in some fashion. I found out about it from the Unite video and it was the perfect time too because my mobile game is pretty much done.

Should I just skip it and use another ad network?

No one at all?

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It looks like it, lol.

Hi ForgottenCheese.

The TEST-mode support (which has been available on the native iOS/Android SDK’s) was missing in the asset store version.

We’ll push an update that includes the test-mode that is visible also on C# code to asset store on 9th.

Any other stuff that you’ve had problems with the documentation?

Cheers,
Heikki

Oh sweet, thanks. I thought I was going crazy for a second.

As for the documentation, the line: using UnityEngine.Advertisements; should be added to the “Getting Started” page. I’m a bit embarrassed to admit that tripped me up for about 20 minutes. As for the rest, I haven’t been really able to test the system much without test mode.

Also, I’d appreciate it if there was a “best practices page” or something like that. Is it necessary to pause the the Unity Engine if the current scene is static? Should I always precache ads? Since this system is new I don’t really now how I should be utilizing it.

Final note, I love that the developers are so active on the Unity forums, that is just amazing. So thank you :smile:

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Thanks,

added the “using…” line to the Getting started guide.

I think the best practices document is a great idea, not only from the technical integration but on how you can make your ads perform best inside your game (=not annoying users too much, but still generating good money)

Cheers,
Heikki

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Using the Unity Asset Store version 1.0.2 of Unity Ads, there is a way to enable testMode by adding true as a second parameter when calling Advertisements.Initialize(). More details here in the Unity Ads Knowledge Base.

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how much can you yearn with unity ads ?

Am I the only one having trouble with xCode? I got UnityAds working with Android (using the asset store package), but when I copy an iOS version to xCode, I get a missing header error (UnityAds.h). I posted on the forum and sent a support request but it’s not been assigned.

It’s a shame because UnityAds is great - for now I’ve moved over to AdMob but it’s not as good…

I had the same issue Triggles. However, I’m still having trouble showing picture ads on Android so I’m trying to sort that out first!

I think the wrong files are copied over to the Libaries folder of the Xcode project in the build process. UnityAds.bundle.meta and UnityAds.framework.meta were copied, but UnityAds.bundle and UnityAds.framework were not.

I don’t know why I’m having so much trouble with UnityAds. I assume it’s working for most people? :frowning: The website/dashboard doesn’t even work properly for me.

Yes, some files aren’t copied over. The only (very obscure) reference I could find about anything like this was in some guide for how to create plugins. It warns that subfolders will not be copied over to the built assets. That header is in a subfolder.

Note: subfolders are currently not supported.”

Adding the UnityAds.bundle and UnityAds.framework files to the Xcode project fixed the missing UnityAds.h error for me. However, I’m now getting the same message for Everyplay (Everyplay.h file not found).

It seems there’s some kind of issue with the Postprocess scripts for UnityAds. Whatever UnityAds is doing in post process, it doesn’t seem to be compatible with other PostProcessBuild scripts. The UnityAds Postprocess files are in Assets/Editor. It’s hard to work out exactly what’s going on because the Python scripts are compiled.

Triggles, are you using the Facebook or Everyplay SDK by any chance?

Nope, the only other thing I’m using is Admob. The rest is all mine.

When I added the UnityAds.Framework file to xCode I got all sorts of other errors. Maybe I added the wrong one…

Regardless, it should just work.

Probably best to ignore that statement. I don’t think it is affecting other post process stuff. The other issues I had were probably due to those SDKs not supporting building for iOS on Windows.

However, the issue Triggles and I are having occurs regardless of whether you build on Windows or Mac. So there’s still a problem with UnityAds post process.

Yup, it should! I found I also needed the DeviceInfo framework. Finally no build errors! Here’s a screenshot of where I added them, just in case you did something different.
1784707--113488--unityads.png

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Interesting!

I’ve got admob working fine at the moment, so I might leave it until they fix it. Although with no official comment as yet it looks like they’re not looking at it…

I might try it later in the week. Thanks!

Sorry, been lurking. Haven’t had a chance to make a build yet. I’ll try to get confirmation on this today. Thanks for digging into this guys, and for posting your research here!

No problem, shout if you need any more information

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I got a reply to my support request. Apparently, yes, the iOS build process isn’t supported on Windows at the moment, and you do have to copy those files across manually…

I recommended they add it to the documents.

hi. are there any issues with unityads at the moment ? i don`t get any ads in my 2 apps since this morning.