so I have a game thats pending publication on the play store my test device (which works fine with my other game ) is showing real ads and they are like 15 second non skippable even thou my settings in the dashboard are video allow skip after 5 seconds and that ones set to default.
code to call ad
void ShowAd()
{
if (Advertisement.IsReady())
{
Advertisement.Show();
}
You are sure you have used correct game id in your integration? If you are using engine integrated Ads SDK, please check the game id in Services window matches the one you are configuring on https://dashboard.unityads.unity3d.com/
I got the 30 sec ad problem figured out but the issue with it showing real ads on the test phone when my other project shows test ads on the same phone thats still happening.
So both my games are on the google play store and the same organization in the unity ads console I don’t understand why one would get test ads on my test phone and the new one would not the only difference between the two concerning ads is the one that gets test ads is using the 1.x version of ads built in the ide and the other is using the current sdk but that should not matter right?
However, can you go to dashboard for each project (https://dashboard.unityads.unity3d.com), change some setting (e.g. testmode), save project, revert the setting and save project again. Will force a synchronization of project data to our delivery servers, in case it for some reason is out of sync.