I integrated Unity LevelPlay into my 2D game without any issues. I setup rewarded ads with ironSource and Unity ads as my two networks. Everything has been working fine in beta, ads were serving without any issue for all my beta testers on iOS and Android.
Today, I released the first production version of my game to Google Play and the App Store. I went back into LevelPlay/ironSource and added my store URL’s to my app settings. This put them into “Live” mode. As soon as I did that I could no longer watch ads within my app, both in the old TestFlight versions that were previously working as well as the App Store version. It does not work on Android either. I am getting an error that there are no available ads. I did not make any changes in my code between the beta versions and the live versions.
The SDK is initializing just fine and then immediately calling the IronSourceRewardedVideoEvents.onAdUnavailableEvent callback.
I have tried to do new builds using validateIntegration
and the test suite, but neither of them are doing anything in my new builds. I have gone through all my settings over and over again to try to find any issues and read and re-read the integration guides as well as many forum posts on the matter and cannot get this to work. I even updated to the latest version of the ironSource SDK and the adapters. I’m wondering if there’s some kind of network delay after my app went live?
Just in case someone from Unity that can review my ticket sees this, I did create a ticket on this issue: 00522364.
Does anyone know what could have gone wrong from adding my store URL’s and them going into live mode?