So I had 0 issues doing any of this with Android (and its even in production now with live ads)…
So my next step was to build to iOS naturally.
I am not getting any delegate callbacks firing at all. I made a new game through the admin panel and have the app id for the iOS platform version (same workflow I did for android before the package id was live on the play store).
Plugged it in and enabled test mode for the built in ad… and nothing.
Am I missing something simple? Is there something I need to do when I build the xcode project or add any required features?
I think this has to do with using the Asset Store package. I was originally using the package from GitHub. But was having build errors with the bundle and framework ios packages.
Which begs another question, why is GitHub on version 1.2.4 and Asset Store is one month old and neither are compatible (they use different class names, prefabs etc)?
The appstore package is bundled with Everyplay recording tech.
That means the asset store package has to have the same release cycle.
This obviously hasn’t worked very well, and the new version of the GameAds will be available in the Asset Store once we separate those two into different packages. (Probably tomorrow)
Then editing the XCODE project to remove the Everyplay bundle and framework (I’m only using GameAds). Once removing those, I only needed to remove one header file from the unity GLES code (the post process inserted a header to Everyplay GLES header).
Finally, it would build and run as expected on the device for both iOS and Android.
The Asset store package would not work for either platform.
Let me know if you need any further info Heikki. And I agree, same release cycle for both SDKs is a bad idea.
For those interested, I think I’ll write up a more detailed blog post on how to get this up and running.