Summary:
I implemented iAd in my game using the Unity built-in AdBannerView functionalities. The game successfully showed the iAd test ad on iPad when it’s executed via xcode. However, the submitted game was rejected by Apple reviewers because of this reason: “We found your app uses the iOS Advertising Identifier but does not include ad functionality.” In the resolution center, I posted some screenshots to prove that my game showed the test ad. They replied with screenshots that showed that ad didn’t appear at their end.
Detail:
The following is the code I wrote to implement iAd
using UnityEngine;
using System.Collections;
public class iAdManager : MonoBehaviour {
#if UNITY_IPHONE
private ADBannerView banner = null;
void Awake ()
{
DontDestroyOnLoad (gameObject);
}
void Start () {
banner = new ADBannerView (ADBannerView.Type.Banner,
ADBannerView.Layout.BottomCenter);
// subscribe functions to Banner events
ADBannerView.onBannerWasClicked += OnBannerClicked;
ADBannerView.onBannerWasLoaded += OnBannerLoaded;
}
void OnBannerClicked()
{
Debug.Log("Clicked!
");
}
void OnBannerLoaded()
{
Debug.Log("Loaded!
");
banner.visible = true;
}
#endif
}
I did a ‘build and run’ on Unity. The build appeared on xcode, with some warnings about depreciations of some banner sizes. The game then showed up on my iPad, with the test iAd being successfully displayed at the bottom.
For the submission process, I loosely followed the official video tutorial. I say ‘loosely’ because the xcode UI has changed since, so I could only follow adaptively. Briefly speaking, I changed the code signing to iOS distribution, cleaned, archived, validated and submitted it via xcode.
What did I do wrong? Thank you for your help.
(Proof of test iAD successfully showing in test build is below)