There are several different events that can be called from the interstitial, AdLoaded, AdOpened, AdClosing, and AdClosed. Unfortunately it appears this is as much interaction as you can have with the interstitial that google exposes.
Digging deeper, if we look at the source of InterstitialAd, then we find it inherits from IAdListener, which only exposes the ...
Using AdMob’s Consent SDK, which you can import using the Jar Resolver (see below) or as a line in the mainTemplate.gradle override, you can interact with Java classes using a set of classes:
AndroidJavaObject which is a class that can instantiate and act as a Java object
AndroidJavaClass which is similar but works for calling static methods on Java classes
Whatever ad is being served is irrelevant to you as the app developer. You get paid just the same. However, you should generally be seeing a higher fill rate than that. While in development you should be using test ads anyway, though. This involves either using a test ad point or registering specific devices as test devices.
Your example has a single RewardedAd instance. You'll need two if you want to follow Google's documentation. Then when you have two, you can assign different callbacks to each. Something like this:
public class AdScript : MonoBehaviour
string Video_Ad_Id = "ca-app-pub-3940256099942544/5224354917";
private RewardedAd extraLifeRewardedAd;
I was having this same problem when making a build in windows for unity IOS and then porting over to my Mac to build with Xcode. Unity provides a Podfile in it's IOS build to get the Google Ad SDK.
Solution that worked for me:
Open terminal on your Mac
In terminal: sudo gem install cococapods
After it finishes navagate, in terminal, to your project ...
You must implement something for GDPR if you're shipping in the EU. Your customers need to be able to opt out of the use of tracking IDs and have an option to delete any existing tracking info you have.
I had to do this for Cognizer, for both iOS and Android. I was using Unity, so they made it easy with a plugin.
Cognizer is free (no ads either), so you ...
We don't have a lot of information about where you call this method, but based on what we can see I'd suspect your problem may be here:
public void showInterstitialAd()
This tries exactly once to show the ad. If the ad hasn't loaded yet (because the game just ...
Yes everyone using an older version than required will be effected with that announcement. The Unity package uses the native plugin in a wrapper and isn't different than the iOS and Android plugin at native level.
Go check here !
+Built and tested with:
+- Google Play services 11.6.2
+- Google Mobile Ads iOS SDK 7.27.0
+- Unity Jar Resolver 220.127.116.11
It's actually a mess.
Unity Ads and Google Ads are two different systems and it's still recommended (from my and other users experience) to use Google Admob, because it simply gives you more money.
In order to have working ads, you have to:
Add them through the code
Add the app to Google Play without testing the ads (app may be in alpha-beta phase, don't ...
If you want to work with Unity and threads, you'll need to implement 2 features that are unfortunately absent from Unity: A thread pool and a main thread dispatcher.
public class UnityThreadPool : UnityEngine.MonoBehaviour
I figured it out. There were a number of things I missed. After adding unity ads sdk and the adapter jar file for the unity network to my project in the GoogleMobileAds/libs folder I found that the "enable" button on the admob console activated the connection for the rewarded ads.