How do I speed up Unity Ads loading time? - unity3d

Unity Ads usually take around 10 seconds to load ads. I have a functionality in my game to reward gems after watching ads. Currently, I immediately call the Load Ad function once an Ad is played using the Show function. Even then, I cannot play ads continuously. Is there a method to do multiple calls of Load to load ads faster?
I execute the Load function immediately after successful display of the ad. But that still doesn't help.
P.S: I use the unity ads Legacy system for monetization.

Related

Show Test Ads In Editor

Can I show ads from any ad network inside the Editor?
If not, then how do I check that the request was succesful in Editor? You can give an example from any SDK.
When using admob in the unity editor you can not actually view the real ad units or the test ad units. Unity will give you a log message saying that the ad was run, but it will not call the reward call back. You can implement platform specific code using
#if UNITY_EDITOR
your reward call back code goes here
#endif
this way you can trigger the reward call back in unity without watching the ad so the program will still function properly.
You must build the program to actually view the test ads and make sure all the callbacks are working.

Heyzap Unity SDK - whats the best approach to preload or cache ads with different tagID before calling show()

I am working on a Unity game that needs to be monetized with Heyzap SDK. I integrated the latest SDK that had some issues earlier and its fixed.
Now I want to know whats the best possible way to preload or cache interstitial and reward ads before calling Show method.
In doc, it says, Fetch right after initializing Heyzap SDK.
What if I have 3 different placements in game ? ie, three different tagID's.
I know that I can make use of HZInterstitialAd.Fetch("tagID1") and so on...
I just want to know that I am doing it in the right way....
So these are my questions.....
1) I am calling HeyzapAds.Start("xxxxxxx") in Awake() of one of my cs scripts. Is Awake() the right function to initialize Heyzap SDK ?
2) Can I call Fetch method subsequently like below. Because I want all these 3 ads with different tagids to be preloaded or cached. Will it cause any network bottleneck because of the subsequent web service calls ? Is it safe to load Ads like this ?
HZInterstitialAd.Fetch(tag1)
HZInterstitialAd.Fetch(tag2)
HZInterstitialAd.Fetch(tag3)
3) In my game, as soon as the user launch the app or when user hard close ( remove from memory ) and launch the app again, I have to show an Ad ( bootup ad ). To achieve this, I used the below code, but it's not working. Could you let me know how to show bootup Ad or show an AD right after initializing Heyzap SDK.
Is there any delegate available to check if the SDK initialized before I attempt to call Show method or Should I rely on Fetch and its respective interstitial or incentivized delegates ?.
HZInterstitialAd.Fetch(tag1)
HZInterstitialAd.Fetch(tag2)
HZInterstitialAd.Fetch(tag3)
HZInterstitialAd.ShowWithOptions(option);
I also tried calling from Android's Activity's Resume and Start to Unity's function that trigger Heyzap interstitial Ad. But its not working either.
Note: If I attempt to call Show after a small pause say 1 or 2 seconds, all calls are working. It seems that calling Show right after initialization is not working. It needs some time to search and Fetch Ads from available networks ?. So whats the recommended approach to show BOOTUP Ad ?

Admob ad requests in Unity

At the start of my game I am loading a banner Ad, but due to the implementation of admob for Unity it stays throughout all scenes. So my question is:
To maximize revenue should I hide the ad and request a new one, or if I tweak the refresh rate ( of the banner ad ) it would be the same ?
you mean a normal (320x50) banner or interstitial at the start? Anyway important is: 1) if its an interstitial at launch - it's not suitable for AdMob and u can have troubles. 2) If your app is a game, banners (320x50) are crap in that case, cause they get on gamers' nerves and have low cpm. I advice u to use videos and interstitials. The point is to place them correctly, so that users see them and feel comfortable. To maximize revenue you'd better use mediating platforms: Appodeal, MobFox or Supersonic. I personally really like the first one cause it's fillrate and average cpm for vids and intrsttls is the higest. I judge by my clicker game on Android.

Play multiple videos,consecutivelly in the same zone AdColony

I'm trying to implement a screen where the player plays 3 videos and gets a reward. I've created a zone in AdColony and the first ad (of the session) works ok The second one doesn't work for the remaining of the session(Remained for about 1 minute in the app).
Is there any method I can call to load the next video in the same zone or does it load automatically after a while?
I use the following code to check if there are any videos to play:
if ([AdColony zoneStatusForZone:#"zone_id"] == ADCOLONY_ZONE_STATUS_ACTIVE)
{
[AdColony playVideoAdForZone:#"zone_id" withDelegate:self];
}
If I close the app after each play and get back into it, it has an ad more often.
What you are seeing is related to fill availability, as there will not always be 3 videos ready to play in succession. Additionally, we recommend against using multiple videos for rewards, especially if a user must view them in succession, as we have found this to cause frustration among app users.
We recommend adjusting your reward to be appropriate for viewing a single video. However, if you do still want to use multiple video views; an AdColony admin can set this in our admin settings so that the views do not have to be consecutive. To use this option you will need to work with our Support Team at support#adcolony.com.

Advertising in my iPhone app

What you recommend for advertising platform not in the USA.
iAd is ot seding ads outside the USA.
I'v tried AdMob, ad it also seems not to work. Most of the time it fails to show up an and, ad when showing it shows only one ad again and again (some hotel booking)
Any Idea?
Have you tried Google Mobile Ads?
I would recommend not sticking to one platform as such. You have a particular service fill in ads but if that doesn't have ads for you then, query some other platform, if that doesn't the next one.
# Pseudo-code
if GoogleMobileAds:
# Code to use Google Mobile Ads
else if iAd:
# Code to use iAd
else if AdMob:
# Code to use AdMob
else:
# Your own promotion or whatever is your last option
Edit: You may have to handle transitions and animations on your own. You may also have to create a new AdMobView for every ad request you make. Following is a quote from this Google Groups discussion.
If you require feedback from the SDK for every ad request, we suggest
that you create a new AdMobView for every ad request you make. If
using this particular method, you will have to handle view transitions
(and animations) between the two ads yourself, as well as cleaning up
each AdMobView object when you no longer need it. If you require feedback from the SDK for every ad request, we suggest
that you create a new AdMobView for every ad request you make. If
using this particular method, you will have to handle view transitions
(and animations) between the two ads yourself, as well as cleaning up
each AdMobView object when you no longer need it.
I would recommend Smart AdServer, because in my opinion, this is the best all-in-one mobile adserving tool.
It's both an adserver (where you can program your own ads on inventory you have sell by your own) and a mobile advertising platform ( it's connected to main global adnetworks through backfills. And most of the are compliant with backfills, this is not the case for every ad server, I'd recommend that you check.
It is just an SDK (compatible i0S 5 and less), also compatible with iPad.
Programming is really easy, and formats are really cool, innovative, so you can get high CPM from them (you can check by your own downloading the iPhone app, or on this gallery.
You can monitor campaigns in real time, directly in an iPhone app.