Unity Ad button makes me press twice in app

In unity editor ads work perfectly fine, but in my actually app you have to press the watch ad button twice.

`using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Advertisements;
using UnityEngine.SceneManagement;
public class RewardedAdsButton : MonoBehaviour, IUnityAdsLoadListener, IUnityAdsShowListener
{
[SerializeField] Button _showAdButton;
//[SerializeField] string _androidAdUnitId = “Rewarded_Android”;
[SerializeField] string _iOSAdUnitId = “Rewarded_iOS”;
string _adUnitId = null; // This will remain null for unsupported platforms
//string _adUnitId2 = null;
public GameObject continueScreen;
public ShopScript script;
public bool isActive;
public Spawner Spawner;
public bool anotherLife;

public bool coin;


/*void Start()
{
    LoadAd();
}*/


public void StartingUpLogic()
{
    LoadAd();
}
void Awake()
{
    LoadAd();

    // Get the Ad Unit ID for the current platform:


    // Disable the button until the ad is ready to show:
    _showAdButton.interactable = true;

  
    isActive = false;
}

// Call this public method when you want to get an ad ready to show.
public void LoadAd()
{
    // IMPORTANT! Only load content AFTER initialization (in this example, initialization is handled in a different script).
    Debug.Log("Loading Ad: " + _adUnitId);
    //Debug.Log("Loading Ad: " + _adUnitId2);
    Advertisement.Load(_adUnitId, this);
    
}

// If the ad successfully loads, add a listener to the button and enable it:
public void OnUnityAdsAdLoaded(string adUnitId)
{
    Debug.Log("Ad Loaded: " + adUnitId);

    if (adUnitId.Equals(_adUnitId))
    {
        // Configure the button to call the ShowAd() method when clicked:
        _showAdButton.onClick.AddListener(showAdForLife);
        //_showAdButton.onClick.AddListener(showAdForCoin);
        // Enable the button for users to click:
        _showAdButton.interactable = true;
    }


}

public void Activated()
{
    isActive = true;
}

public void coinActivated()
{
    coin = true;
}

// Implement a method to execute when the user clicks the button:
public void ShowAd()
{
    // Disable the button:
    _showAdButton.interactable = false;
    // Then show the ad:

    coinActivated();
   
        Advertisement.Show(_adUnitId, this);
        Debug.Log("video button clicked");
    

    /*if (gameObject.tag == "watchadbutton")
    {
        Advertisement.Show(_adUnitId2, this);
        Debug.Log("coin button clicked");
    }*/
    LoadAd();
}

public void showAdForLife()
{
    anotherLife = true;
    _showAdButton.interactable = false;
    Advertisement.Show(_adUnitId, this);
    Debug.Log("video button clicked");
    LoadAd();
}
/*public void showAdForCoin()
{
    Advertisement.Show(_adUnitId2, this);
    
    Debug.Log("coin button clicked");
}*/

// Implement the Show Listener's OnUnityAdsShowComplete callback method to determine if the user gets a reward:
public void OnUnityAdsShowComplete(string adUnitId, UnityAdsShowCompletionState showCompletionState)
{

    Spawner = GameObject.FindGameObjectWithTag("Logic").GetComponent<Spawner>();
    if (adUnitId.Equals(_adUnitId) && showCompletionState.Equals(UnityAdsShowCompletionState.COMPLETED) && anotherLife == true)
    {
        Debug.Log("Unity Ads Rewarded Ad Completed");
        // Grant a reward.
        continueScreen.SetActive(false);
        Spawner.revivedBeginning();
       
        turnOffTrigger();
    }


    if (adUnitId.Equals(_adUnitId) && showCompletionState.Equals(UnityAdsShowCompletionState.COMPLETED) && coin == true)
    {
        Debug.Log("Unity Ads Rewarded Ad Completed");
        // Grant a reward.
        script = GameObject.FindGameObjectWithTag("ShopScript").GetComponent<ShopScript>();
        script.Reward();
        isActive = false;
        turnOffCoinTrigger();
    }


}

private void turnOffTrigger()
{
    anotherLife = false;
}

private void turnOffCoinTrigger()
{
    coin = false;
}



// Implement Load and Show Listener error callbacks:
public void OnUnityAdsFailedToLoad(string adUnitId, UnityAdsLoadError error, string message)
{
    Debug.Log($"Error loading Ad Unit {adUnitId}: {error.ToString()} - {message}");
    // Use the error details to determine whether to try to load another ad.
}

public void OnUnityAdsShowFailure(string adUnitId, UnityAdsShowError error, string message)
{
    Debug.Log($"Error showing Ad Unit {adUnitId}: {error.ToString()} - {message}");
    // Use the error details to determine whether to try to load another ad.
}

public void OnUnityAdsShowStart(string adUnitId) { }
public void OnUnityAdsShowClick(string adUnitId) { }

void OnDestroy()
{
    // Clean up the button listeners:
    _showAdButton.onClick.RemoveAllListeners();
}

}`

If you have any suggestions let me know!