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Unity ads can't contain adult material: https://unity3d.com/legal/advertising-content-policy Advertising containing, linking or relating to content, goods or services in any of the following categories are prohibited by Unity Ads and may not be disseminated in any form via the Unity Ads Platform. [...] Adult Content that is sexually ...


17

One thing we do is use "mediators". Supersonic is a mediator. You install their plugin plus, let's say two others for simplicity, Vungle and AdColony. When an ad is requested, Supersonic figures out whether a Vungle or AdColony ad will pay better. Another reason to use mediators is that most ad providers only allow a single client to play a certain number ...


8

While using only one ad network is fine for some projects, there are several problems that can arise. Using multiple ad networks can help resolve them. However, managing multiple ad networks can sometimes be a chore and require significant manpower to keep at optimum efficiency. I'm not sure what this community's idiom for backing up answers is, but this ...


6

Facebook is not at all analogous to games. Once you and all your friends are there (let's say 50 people), you are all not going to get up and leave at the same time because of ads. Just one person won't leave because his network of people won't be at the new place. Facebook as a system has huge momentum because of the social capital thing. An individual ...


5

Ad networks will generally pay you for one or both of ad views, where you load the ad and display it to a user ad clicks, where you do the above and then a user actually clicks on the ad The actual rates of payment will depend on the specific ad provider and in some cases the deal you negotiate with that provider, but that's the gist of it. Clicks ...


5

I think the question you should ask is "what is the impact of transition from ad-free to include ads in players?" All examples I personally know from mobile game developers, they either included ads or didn't, but never switched from one to the other. Just think, if somebody gets hooked to you game with ads, he is OK. But if he gets hooked without ads, and ...


4

Before you read this, I'm not a lawyer. As far as I understand, the "Designed for Children" refers to apps that primarily target children, like educational apps, or cartoon-games. They do not affect apps that target a wider audience that includes them. Having a wider audience that includes children is handled when you get a rating for your app, in which ...


4

The most important thing, and the one I think causes most game projects to fail, is not understanding feasibility. To put it another way: The Risks section of your business plan, Kickstarter, or whatever, is the most important part. Maybe not to everyone, but to you and your team, and especially to the people who can market your project to their audience. ...


4

A user keeps a game on his mobile phone on average 20 days. So for the most part, adding ads is not going to be noticed much after launch. However, it is going to affect your biggest fan the most, which is the segment you don't really want to piss off. There are ways to mitigate the effect however. #1 is to only show ads to people who downloaded the game ...


4

The following article is from the dev(s) of clash of clans where they point out one of their "Keys to success" is not having ads. Its just a small reason but its something that's brought up. http://www.gamasutra.com/view/news/185406/Clash_of_Clans_5_keys_to_success.php


2

Just found it. For anyone else wondering about this, the correct method to call is: adView.release();


2

Why would you make the game free on android and let PC users pay $10 + $1/month? The big trend for most indies is building a fanbase as soon you have something to show from your game. Blogging about everything that involves your game and perhaps let your fans influence your design. You can find a lot of sources at open indie developers like Grid Sage Games....


2

I am by no means an expert on this, but i played a little bit around with that. If you see the blue screen everything is fine in editor mode you will always see the blue screen stating that your advertisment would come here. If you build it then you will see the ad if you configured your app correctly. I used it like this: Advertisement.Initialize("...


2

I would suggest using Google ads as the ad revenue is higher and you will start to tell thus as you get more impressions. It is also rather easy to set up and has a nice UI. You also have better flexibility in how ads are placed and there is more demand for Google advertising. You should use Adobe to set it up.


2

Admob, like most ad services, computes your earnings based on impressions (a user saw an ad) and/or clicks (a user clicked on the ad). Admob uses an auction model, so the actual monetary value (to you) of a given impression or click isn't fixed and will depend on what the people buying the ads have bid for the space. Admob will attempt to display the type ...


1

Place the code in the if statements in a new void and call that void from the button public void ShowAd(){ [Your code here] } Then go to the button, by "On Click" click on the +. Select the GameObject the ads-script is on. Then select [your script name] and the ShowAd function.


1

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. See here: https://developers....


1

First of all, the microtransaction model of monetization is based around a few premises. It lends itself to games that are long, or continuous in nature, where players will come back for multiple sessions over a period of time. Arena games where you enter and exit a match several times in one sitting, or games with many stages that unlock in succession. A ...


1

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 ...


1

It depends. The standard as of April 6, 2016 put forth by the Media Rating Council (MRC), Interactive Advertising Bureau (IAB), and Mobile Marketing Association (MMA) in their updated Mobile Web Measurement Guidelines and Mobile In-Application Measurement Guidelines call for "reasonable assurance that the ad was rendered on the device in order to count it as ...


1

Try using a program like Charles Web Proxy to see what network calls your game makes to Chartboost. Your game should be sending calls at every bootup and when it caches or shows an interstitial or MoreApps page. If you're not seeing these calls at bootup and when you expect to show a Chartboost ad, look through the integration documentation to be sure you ...


1

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.


1

Unity or not, the principle is always the same: Do a (http) request to a well known server (or a few alternative ones) and conclude that "there is internet connection" only as the reply is safely back home and well grabbed. The term "internet connection" can be interpreteted in different ways, but it always comes down to that "almost internet connection" or ...


1

I solved the problem. i removed all playstore plugin from my project, then i select Edit -> Reimport all. then I import admob plugin. them in AndroidMainfest.xml i changed "android:value="true" to android:value="false" ". <activity android:name="com.unity3d.player.UnityPlayerNativeActivity" android:label="@string/app_name"> <intent-filter> &...


1

Remove Banner By default, banners are visible. To temporarily hide a banner, call: Admob.Instance().removeBanner(); ref https://github.com/unity-plugins/Unity-Admob#3remove-banner


1

You have an issue with the bannerView variable scope. Instead of writing BannerView bannerView = new BannerView(adUnitId, AdSize.Banner, AdPosition.Top); in the RequestBanner method, do it in the class scope: using UnityEngine; using System.Collections; // AdMob using GoogleMobileAds.Api; public class Instruction_Level_Manager_Script : MonoBehaviour {...


1

Your stack error comes from the fact that 'AdView' is a type, not an instance. For example, let's say you have the following class: package simulator; import java.awt.Color; public class Dog { public Color coatColor; public static boolean mans_best_friend; } because all dogs are man's best friend, the statement Dog.mans_best_friend = true; is a valid ...


1

I think you have created many jar files. Combine the two or more jar files into one and give them the same package name. If you get the jar file from Eclipse, create more classes in the same package, and call this package name into your plugin. This will be a better choice.


1

Here are some things to try out: Try doing a Reimport All. Do you have any duplicate modues ? (like two modules for In-app billing plugins). Getting rid of the surplus one entirely should solve it. When I ran into this recently, it seems to be caused by using a JAR which references classes.jar for android. It seems that I must reference the ...


1

Good question. Let us assume some simple things: A game without ads is more likable to a user. User understands that ads are 'necessary evil' to make 'free' games possible. Given that, For mobile games, is there any evidence that ads hinder popularity, or that people are more likely to share games without ads? I would say 'No'. People are more likely to ...


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