RevMob on Unity Android, Ads not displaying.

I have been trying to solve this for weeks now, possibly months, I have put the required tags and such in the AndroidManifest file and everything! I feel like I am missing something tiny here…

For info, the “bannerstat” var is for my debug purposes, 0 means that it has called the code to hide the banner ad, 1 means is has been hidden, 2 means is is calling the code to SHOW a banner ad, and 3 means it has been shown. HOWEVER, IT ALWAYS GETS STUCK ON 2 when I run it on an android device. (Not in the editor or emulator)

“AdDEBUGTEXT” is just my GUIText for displaying debug info (such as banner stat) and also is disabled when “ADSON” is false.

EDIT: The logs in Unity only say “RevMob can only be run on a device” etc, and there are no warnings.

#pragma strict

import System.Collections.Generic;

private var APP_IDS = new Dictionary.<String, String>();
private var revmob : RevMob;
private var banner : RevMobBanner;

var bannerStat : int = 0;
var gameEnded : boolean = false;

var ADDEBUGTEXT : GUIText;
private var ADSON : boolean = false;

function Awake(){
    //Replace with AppID's from RevMob
	APP_IDS["Android"] = "53737633fbda365c65df04c4";
	APP_IDS["IOS"] = "53747ec07d4fe07c5ae4c437";
}

function Update(){ 
	
	gameEnded = LevelScoreController.endGame;
	ADDEBUGTEXT.text = "ADS ON," + bannerStat.ToString();

if(!ADSON)
{
	revmob = RevMob.Start(APP_IDS, this.gameObject.name);
	//revmob.SetTestingMode(RevMob.Test.WITH_ADS);
}

if(ADSON)
{
	ADDEBUGTEXT.enabled = true;
		if(gameEnded)
		{
			if(bannerStat == 1)
			{ //0 means hide, 1 means hidden, 2 means show, 3 means shown
				bannerStat = 2;
			}	
		}
		else
		{
			bannerStat = 0;
		}
}

}

function OnGUI(){

	if(ADSON)
	{

		if(bannerStat == 2)
		{
			if ( revmob.IsDevice() ) 
			{
					Debug.Log("Show Banner Ad");
				#if UNITY_ANDROID
					revmob.ShowBanner();
				#elif UNITY_IPHONE
					banner = revmob.CreateBanner();
					banner.Show();
				#endif
			}
		}

		if(bannerStat == 0)
		{
			if ( revmob.IsDevice() ) 
			{
					Debug.Log("Hide Banner Ad");
				#if UNITY_ANDROID
					revmob.HideBanner();
				#elif UNITY_IPHONE
					banner.Release();
					banner = null;
				#endif
				bannerStat = 1;
			}
				
		}

	}
}

function SessionIsStarted() {
	Debug.Log("RevMob Session Started");
	ADSON = true;
}

function SessionNotStarted(message) {
	Debug.Log("RevMob Session not started");
}

function AdDidReceive(adUnitType) {
	Debug.Log("RevMob Ad did received");
}

function AdDidFail(adUnitType) {
	Debug.Log("RevMob Ad did fail");
}

function AdDisplayed(adUnitType) {
	Debug.Log("RevMob Ad displayed");
	bannerStat = 3;
}

function UserClickedInTheAd(adUnitType) {
	Debug.Log("RevMob Ad clicked");
}

function UserClosedTheAd(adUnitType) {
	Debug.Log("RevMob Ad closed");
}

It clearly said that you have to deploy the game on one of the supported platforms, the ads won’t work on Standalone or Unity Editor, but either Android or iOS will be fine.