Hello, I am new to UnityAds and I am having some confusing issues while preparing implementation.
I have a project in Unity v5.3.5 and implemented Unity Ads(v1.5x) in test mode, and everything seemed to work correctly (even in Android builds).
I recently noticed that <5.5 versions don’t implement Unity Ads v2.0, and that v1.5.x is deprecated as stated in this thread:
So, following the upgrade guide, I completed the steps, tried again in test mode and everything seems to be working correctly once again. Have I to assume that this means previous embedded GUI’s Unity Ads options in editor are deprecated from now on? If I did understand things well, it seems that this affirmation is true, in which case from now on I have to use the initialization script for Ads configuration.
That said, I have a function to show ads when appropiate, called when needed. It looks like this:
//Updated by adding Time.deltaTime in each frame
private var ad_timer : float = 300.0f;
function ShowAd() {
if (ad_timer > 300.0f) {
if (Advertisement.IsReady()) {
Advertisement.Show();
ad_timer = 0.0f;
}
}
}
I call it when player is explicitly restarting a level or going to Main Menu (directly, not as a coroutine). However, I saw this answer in Stack Overflow while googling for documentation, which makes me wonder if I should consolidate the advertisement calls inside coroutines or not.
But something even more concerning: since I upgraded to Unity Ads v2.0, I have made one more test in a development build for Android. Ad showing still works, but, even through I am setting “testMode = true” in:
Advertisement.Initialize(gameId, testMode);
…the builded app seems to be showing me a real ad - I clearly saw some game’s footage -, instead of the “Unity Test Ad” that I used to see with Unity Ads 1.5x! This confuses me because I have checked the build as “Development Build” before building, and I don’t want to generate real calls to the services until I assure the implementation is solid enough for release, and everything is ready for production deployment.
What is going on actually? Did the “test add” change for Android, or did something gone wrong? Should I make a bug report about this issue?