Problem with app/project name in Unity Ads / service speed with Unity Ads problems?

Hi,

just put out a game and was a bit too trusting on Unity ads. Yesterday I updated Unity ads settings;

  1. First time using unity ads, for Unity 5.2, it seems I should use new dashboard.unityads.unity3d.com, not old web page.

  2. In projects list of dashboard there is a project MyGameNameTest “project” seems like this was created earlier by me / or automatically by activating Unity ads panel settings in Unity, so I decided to rename it. I only noticed this after I had linked my published game to this “project”…

  3. As there is an option to rename project, I did that - but now instead of one project I had two Projects - MyGameName (new) and MyGameNameTest. There seems to be no way to delete these, so I disabled all ad settings for MyGameNameTest project…

  4. But after this, new MyGameName project did show Project ID and Store game ID, BUT store game name is empty “—” and there is no longer icon… seems like something is wrong on the backend side, as I can’t change anything myself.

  5. Also, real ads for my app are not working (does it take time after app is published?), test ads have been working just fine on iOS device, but on published game, my friend only got test ads, even if I’ve enabled real ads in Settings of app in dashboard.unityads.unity3d.com

I sent yesterday e-mail to unity ads support, got ticket, sent more info and images - but no reply yet… soon 24h.

Also, I did try to disable ads from Settings of app in dashboard.unityads.unity3d.com since it’s bit silly to show test ads - but seems like it does nothing, app still shows test ads? Seems bit stupid, shouldn’t it just skip the ad completely? And is this setting realtime, or does it take time? It’s like 2h since I disabled it, but still getting test ads.

Anyway, thought I’d ask here since I haven’t heard anything back yet.

Hi!

Thanks for contacting us.

Can I see your code responsible for handling the ads?

Also, note that you can adjust test mode per build and you can also force it globally on all of your builds.

Depending on your integration type, you can toggle demo ads from the Window → Unity Services → Ads or for the Asset Store -package based integrations, initialize your Ads with -Advertisement.Initialize(GAME_ID) - omitting the second parameter defaults it to false, which means demo ads are disabled.

Let me know if this helps!

**@mikaisomaa: **Thanks for the reply.

Here’s my code. It’s from Unity tutorial, I made some changes.

Maybe there might be some issues too, but test ads have been working just fine in game flow.

Only problem I seems to be with project information in ads dashboard, seems like it’s showing partial information, I did post images to support, so maybe you can check it there.

public class UnityAdsShow : MonoBehaviour
{
   public static UnityAdsShow instance;

#if UNITY_IOS
   public void ShowAd()
   {
     StopAllCoroutines();
     StartCoroutine(ShowAdAndWait());
   }


   void OnDestroy()
   {
     StopAllCoroutines();
   }


   IEnumerator ShowAdAndWait ()
   {
     float currentTimeScale = Time.timeScale;

     Time.timeScale = 0f;
     AudioListener.pause = true;
     GameManager.instance.gamePaused = true;

     if (Advertisement.IsReady())
     {
       Advertisement.Show();
     }

     while (Advertisement.isShowing)
     {
       Debug.Log("Showing Ad, timescale:" + Time.timeScale);
       yield return null;
     }

     GameManager.instance.gamePaused = false;
     AudioListener.pause = false;
     Time.timeScale = currentTimeScale;
   }
#endif

}

** @mikaisomaa :** BTW, my support request at support.unity3d.com was: #33646.

I’ve attached pictures of all my settings I have in Unity Ads Services panel and in webpage dashboard in Unity ads website.

I think this is the problem;

Hi!

Missing store info doesn’t affect showing ads and monetization at all.

Maybe your ads haven’t initialized yet.Try this:

  if (Advertisement.IsReady())
     {
       Advertisement.Show();
     }
// replace with
while (!Advertisement.IsReady())
{
       yield return null;
}
Advertisement.Show();

@mikaisomaa : Thanks for the reply, I might add that to next build, but it wasn’t the problem, your support ticket answer helped though - Ads are now working!

I post the solution here too a bit later.

OK - simply put - If you have to rename a project in new Unity Ads dashboard (this happened to me at least) this creates a new project, with new gameID.

So, if you end up using the newly created Project, you’ll have to change gameID from your Unity editor / Service panel and make a new build.

It’s not mentioned anywhere, but changing gameID from Services panel only matters if you create a new build of your game, it gets stored in there…

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