WACK error for GADU API

I’ve got a game that uses Admob for platforms other than Windows Store.

Error Found: The supported APIs test detected the following errors:

  • API GADUAddKeyword in __internal.dll is not supported for this application type. Assembly-CSharp.dll calls this API.
  • API GADUAddTestDevice in __internal.dll is not supported for this application type. Assembly-CSharp.dll calls this API.
  • API GADUCreateBannerView in __internal.dll is not supported for this application type. Assembly-CSharp.dll calls this API.
  • API GADUCreateInterstitial in __internal.dll is not supported for this application type. Assembly-CSharp.dll calls this API.
  • API GADUCreateRequest in __internal.dll is not supported for this application type. Assembly-CSharp.dll calls this API.
  • API GADUCreateSmartBannerView in __internal.dll is not supported for this application type. Assembly-CSharp.dll calls this API.
  • API GADUHideBannerView in __internal.dll is not supported for this application type. Assembly-CSharp.dll calls this API.
  • API GADUInterstitialReady in __internal.dll is not supported for this application type. Assembly-CSharp.dll calls this API.
  • API GADURelease in __internal.dll is not supported for this application type. Assembly-CSharp.dll calls this API.
  • API GADURemoveBannerView in __internal.dll is not supported for this application type. Assembly-CSharp.dll calls this API.

I am trying to upload for Windows 8.1.

Try ifdefing those functions for Windows Store.

Thank you, it worked.

@Gord10 Where did you ifdefine in Unity Code or C# project in VS? And which file?

Do it in unity code, i was having the same problem, so i used #if UNITY_ANDROID before all the code in all the files of admob plugin.

I dont know if there is an easier way, but that fixed it for me.

I dragged the GoogleMobileAds folder out of the assets directory for my windows build. You can’t filter asset folders per platform can you?

There are some special asset folders which can be filtered out, for ex., folder having extension .bundle, but those are specific to OSX. Normal folders don’t have plugin settings.

More info here - http://docs.unity3d.com/Manual/PluginInspector.html

Thanks, do you think it’s likely that Google will address this issue, to save us all having to hack up their plugin?

I am guessing GooglMobileAds is an asset on asset store? I don’t think Google has put it there. You should contact the developer of the package.