Quick banner update:
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We are still working to improve the fill rate for banners. This is a high priority for many teams internally and we hope to have improvements deployed soon.
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Right now, we are not aware of any technical issues with banners. If you see the test banners in Test Mode, then your integration is likely correct.
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If you do run into any technical problems with banners, please let us know (unityads-support@unity3d.com)
FYI, you can use the errorCallback in the BannerLoadOptions to confirm if you are having fill issues (in addition to the device log):
string placement = "banner";
public void LoadBanner()
{
if(!Advertisement.Banner.isLoaded)
{
BannerLoadOptions loadOptions = new BannerLoadOptions
{
loadCallback = OnBannerLoaded,
errorCallback = OnBannerError
};
Advertisement.Banner.Load(placement, loadOptions);
}
}
void OnBannerLoaded()
{
Debug.Log("Banner Loaded");
Advertisement.Banner.Show(placement);
}
void OnBannerError(string error)
{
Debug.Log("Banner Error: " + error);
}