i personally put My Unity Ad Implementation class in the beginning (Splash screen) scene to initialize on start of game, and also i put it on the game scene.
and in the start i check for !isInitialized
void InitializeAds() {
if (!Advertisement.isInitialized) { #if UNITY_ANDROID
Advertisement.Initialize (gameIDForAndroid, false); #endif #if UNITY_IOS
Advertisement.Initialize (gameIDForIOS, false); #endif
}
}
So every scene in my game it checks if advertisments are initialized and if not, initializing it
Since this thread is a bit old, any issues you encounter today are probably not the same issues from this thread. Could you create a new thread and provide more details. Specifically, it would be helpful to know:
Are you building your game with Unity, XCode, or Android Studio?
If Unity, which version are you using?
Which version of the Ads SDK are you using?
Can you share the code you are using to integrate Unity Ads?
Can you provide a device log from your app when Unity Ads is initialized?
Are you using mediation? If so, which version of the mediation SDK and adapter are you using?
How pervasive is this problem? Is it reproducible 100% of the time or do you have metrics on how often it happens?