I had been testing my game thoroughly and got all the Unity ads running fine once I was running through TestFlight. The game is now ready for release so I went to the dashboard to disable test mode. The rewarded ad videos are working fine but once I enable the banner ads (which is an option users opt-in to as a “support the developer” kind of thing) nothing comes up. If I turn test mode back on, I get the unity banner ad.
How do I debug this since I can’t find anything wrong while in the editor, which can’t actually get real ads anyway?
You should see something appear in the device logs when you attempt to show the banner. You can investigate the device logs if you debug your app using XCode.
Thanks! It appears this is the root of the problem:
E/UnityAds: +[USRVApiSdk WebViewExposed_logError:callback:] (line:57) :: No fill for placement bannerPlacement
Upon searching the Unity forums, it would seem this is an issue on Unity’s end. Is there anything else I can to do ensure I actually get banner ads? The device is in California, so there’s no reason you should be running out of ad fill.
It’s worth mentioning that using Advertisement.IsReady(bannerPlacement) shows an ad is ready to be displayed yet I still see the error that there is no fill for the placement.
Yeah, the IsReady function works slightly differently for banners. Banners are loaded on demand, so the IsReady function merely specifies that the SDK is able to try loading a banner and isn’t able to check for fill. Whereas videos are cached when the SDK is initialized, so the SDK is able to detect any errors or issues before you display the ad.
Considering developers may want to have banners dynamically turn on and off (in my personal case, it’s a voluntary check box for the user) and thus have their app’s UI change whether a banner is or is not showing, perhaps you should allow IsReady to specifically check for if ad fill is available?
Again, I don’t understand why I don’t have any ad fill in the first place. California should have plenty of banner ads ready, am I not correct?
If IsReady for banners doesn’t display whether or not ad fill is available, what function does? Currently I only see this log when trying to activate the banner while debugging through XCode but cannot find a way of finding it through debugging via Unity. I need this functionality in order to ensure my UI does the appropriate thing dependent upon whether ad fill is available or not. I’d rather not have a filler rectangle that just says “no ads ready.”
Asking again if there is any way to check whether or not banner ads are available and ready to be shown. I’ve had to completely disable banner ads for launch because I still don’t know of a proper method to ensure whether or not a banner ad is showing.
I have a similar issue. At the moment i have a coroutine continuously checks if there’s a banner and then shows it. It’s not the best because banners pop in when a user is on a menu rather than be there or not on menu load as I’d expect and prefer.