[iOS/Android] UnityAds are broken. Please add method cacheAds.

There is only one initialization so when user does not quit app he will never receive ads, when initial ads are all watched.

For example user returns to game after week (from multitasking) and ads still are not available, because there is only one init and no mathod to refresh UnityAds.

So cacheAds can fix it and it can fix UnityAds offline initialization bug too.

PS. I know I can get source codes and fix it myself, but I’d rather code game and not fix broken ads.

Did you try with testmode on, or with real production ads? For production ads, we should request a new adplan when first “batch” of ads has been watched, however for test ads we usually just display 5 ads, and don’t load new.

-Rasmus

Currently I’m testing on Android:
Yes. It is working as you said, but when that request fails (no more ads or no internet connection) there will be no ads until you restart application.
So when user is not quitting app, he will never receive new ads?

When “request new adplan” is called?
Only after watching ad or on other events?

I’ve added idea to feedback:
http://feedback.unity3d.com/suggestions/unityads-add-method-cacheadd-so-user-can-manually-refresh-ads

There should be method cacheAds, so app can repeat “request new adplan”.

For Android I’ve found method for caching ads and it is called only after watching ads.

So here is my code for Android plugin CacheAds (sorry, no listeners):

import com.unity3d.ads.android.webapp.UnityAdsWebData;

void CacheAds(){
UnityAdsWebData.refreshCampaignsIfNeeded();
}