Unity Ads Reviews

Hmm, I have basically the same setup for my test environment. I’ll drop the min-SDK down to API 9 and try it out.

Thanks for the heads up.

We have an area in the main game area where a banner is constantly displaying. Currently using admob and is considering to change to unityAd, however the top banner in unityAd takes too much space, if there is a half size top banner then we will move to unityAd, thanks.

Wow, I absolutely love and recommend Unity Ads and this is why.

1- Unity Ads is very easy to integrate into any games so advance coding knowledge is not required for setup.

2- Unity Ads pays very high ECPM/ and revenues. For example I recently released a game on IOS appstore within two days the game got about 900 downloads and I earned about $47 with Unity Ads.

Meanwhile Apple-iAds that I also put in the game is still not being approved yet and by the time it is approved my downloads will be much lower and I will earn very little money( pennies) from Apple iads.

As you can see with Unity Ads an indy developer can make some good money and very quick as long as your game can deliver downloads. The most crucial time for a developer to make money is the first three days a game is released, & personally I think with Unity ads one has potentials to earn money.

Well done Unity, I am a believer now, and from now on I will only use Unity ads in my games.

I highly recommend Unity ads and I hope they don’t change like other ads revenue sites do(Pay more at first and then pay less).

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It’s really easy to integrate, but still buggy and need more work. In my case the video often not been shown after calling Show() (but isShowing was set to “true”).
Now I upgrade to Nov 5 version and got a compiling error: Assets/Editor/Everyplay/Scripts/EveryplaySettingsEditor.cs(82,21): error CS0103: The name `EveryplayPostprocessor’ does not exist in the current context

There is a GUID conflict between Everyplay and Unity Ads packages on a few files. We are working on a fix for this that will be available soon.

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my 2 cents after first week…

good:

  • really easy installation,
  • good support (reply in day or two)
  • nice ads, pay per view
  • no problems in game or crashes due to ads so far (will check latest update if that permission issue is solved).

bad:

  • completely unclear revenue formula - still don’t get how it is calculated, it says it can take up to 7 days, but for some countries it seems it is calculated instantly, so I’ll give it a bit time
  • very low inventory - it says that fill rate is ~45-50%, but in detailed report it seems that request:view ratio is 4:1 to 5:1
  • reporting a bit unclear
  • ecpm in FAQ mentioned as 5-10usd, in my reports it is 1 - 2.5usd.

I guess I’ll still have to wait for revenues to be calculated (that delay), but if this is it, Admob seems as better choice due to higher fill rate. Of course, if revenues are still not calculated, then it might get better.

Stats:
Ad requests: 9260
Videos started: 2065
Videos completed: 1047
Earnings: $ 1.86

If it continue like this, think will return to Admob.

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So odd, Milosevski and devhacker state total opposites…something is fishy

Dev = 900 downloads and I earned about $47 with Unity Ads
Milo = 9200 ad requests, 1.86

Milo’s at least seems realistic, Dev… your not real

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The ad requests are a bit misunderstood here. Ad requests occur when Unity Ads is initialized in your game. It requests an inventory of available ads for the region and device type making the request. Most of the time this occurs only once per game session, but can occur again if the user views all available ads in the inventory list.

The ad request figure has no bearing on revenue generated. Completed views and installs however does.

It’s obvious, I think adrenaline crew just tried to show difference in reports. (btw, my game is near 900 downloads, but noway near that 47$ :slight_smile: )

But thing is that although adrequest doesn’t have direct impact on earnings, it shows me one other thing and that is “view:request ratio”. If I understand correctly, adrequest is counted only when the game send request for ad?

So, can you explain to me why there are 5 times more requests than viewed ads?

or even better, if you can explain what is what in csv report:

Date Country code Country tier adrequests available offers started views revenue
alltime BR 5 4310 1772 970 763 422 0.45

Can you explain each column, since it’s not explained anywhere.
Thanks

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For your first question, unity-nikkolai already explained it ;
“Ad requests occur when Unity Ads is initialized in your game.” unity-nikkolai
I think it improves displaying ad performance. View or not it requests ads when you fire

Advertisement.Initialize ("99999",false);

For your second question, you can use a csv viewer. There are plenty of free software out there.

Hope it helps.
Thanks.

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Thanks Salazar, for, let’s say nice effort, although completely missed answers… :slight_smile:

My questions are not answered, because I didn’t ask how to open csv file (did you really thought that was my question?), but to explain columns.

For example, what is the difference between Available and Offers columns?

Also, if AdRequest column show how many times game requests for ad, why there is so big difference in number of requests and started ads?
4310 requests, only 763 started. (and I’m requesting ads only when it should be shown).

This is really important for (I think all of us) to know, so we can understand if there is low inventory or some other reason for low revenue.

Latest data:
Ad requests: 11295
Videos started: 2724
Videos completed: 1361
Earnings: $ 3.24

Simply not matching promised…

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:smile: Hi again milosevski ,

Thanks for sharing data.

For “Available and Offers columns?” I couldnt find any information about that two statistics.

But I insist that difference between request number and video start number is normal. I dont know how you serve your video ads but, I show my ads with a bonus button click. I already request ads when game starts , so if my player dont click bonus button than there is no video start but there is a request.

Dont take it offensive but your stats not enough for a satisfying revenue. Like mine :smile: But yours are better :smile:

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ok, here is how I use ads: each third try (game is an infinite runner), I load ad right at the beginning, and when player dies ad is shown. So, there is no “unused” requests (except user quits before end of the game on that third try).

Difference between request and show should be minimal.

To prove that, yesterday I’ve switched to Admob. So far I have:
854 request 656 impression, which is way better, considering that fill rate is not 100%.
Not to mention that earning is 5.59eur for 20hours compared to 3.45 USD for one week :slight_smile:
Important thing is that CTR is insanely high, but still, if I use average data for other games I have, it would still generate more revenue than UnityAds.

Just to be clear, I was really keen to switch to unity ads, but for some reason it seems not “mature” yet for commercial usage. Also, I’m not seeking profit, it’s still very low income, but I wanted to share compared results I had.

Maybe at some point in future I could recommend this service, but for now it seems not so good in terms of revenue. Basically, integration is really fast, ads are great, concept is very nice, but low inventory and strange (unknown) revenue calculation is still big issue if you ask me.

I would be glad to share CSV with one week data, and would like to hear some analyse what is the reason for low revenue from UnityAds guys.

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For some reason when I testing my game in the Unity editor when an ad is requested it shows a “Everything is working right” message but there is never an ad when I test on an android device no add shows up (I’m in the US).

1.!minimum payment 100$ is heavy.2 .paypal would be nice if added in unity ads withdrawn features .

Good question.

This is how the columns in the CSV reports break down:

  • Country code: the country in which the adrequest was made
  • Country tier: a leftover from when Facebook was a supported platform; not relevant to revenue
  • adrequests: an approximate count of ad requests to the server (every 13th counted, multiplied by 13)
  • available: an approximate count of successful responses to ad requests
  • offers: another leftover from when Facebook was a supported platform; this value is not counted for iOS, for Android this value is the count of how many times you attempt to show an ad
  • started: counted during the first few frames of video playback
  • views: counted during the last few frames of video playback

As you can see from the difference in adrequests and available stats, Brazil doesn’t haven a lot of volume at the moment. At least not enough to fill the demand you’re looking for. It’s important to keep in mind, individual ad campaigns are limited to showing only once an hour to prevent over-saturating users with ads. Users are also limited to seeing 25 ads per day per app.

You should be concerned about the difference in values between offers and started on Android, since it can indicate errors that occur when attempting to show an ad. If your ads are non-skippable, the difference between started and views can indicate video playback errors, or that users are skipping ads by pressing the home button and returning to the game during playback.

If you are noticing playback errors, these typically only occur under poor network conditions, or when the device is handling background network traffic while attempting to stream video ads. These are issues we’re working to resolve through improved buffering techniques.

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Just started using Unity Ads. Submitted my game in iOS App Store with it. Let’s see what happens :slight_smile:

It seems unity ads cannot play video in china now…