How to integrate Unity and IronSource in Unity Editor and testing - unity3d

I added IronSource Unity SDK.
But It doesn't not working.
Please help me for integration unity and ironsource.

You cannot test ads in the editor.
Build your project and test on the device.

Related

Quickstart for Google Cardboard for Unity Plugin for Unity 2019.4.25f & later Doesn't Install The Samples Folder

I need to upgrade the Google Cardboard plugin in my VR apps. The Unity documentation says that we should use the Google Cardboard for Unity plugin because Unity no longer includes Google Cardboard. I'm using Unity 2019.4.37f.
I followed the steps to import the plugin using Git on link Quickstart for Google Cardboard for Unity. I saw the progress indicators while the plugin was installed. I went into XR Plug-in Management in Project Settings and checked Google XR Plugin.
I want to create the sample app so I can see what I need to update in my existing VR apps. The instructions say after the plugin is installed I should go to Assets/Samples/Google Cardboard//Hello Cardboard. When I go into the Package Manager window the plugin is not listed so I can't import the sample app.
Has anyone had this problem?
UPDATE: I submitted my issue to the GitHub GoogleVR/Cardboard repository. This link has more details including a Unity screenshot of what happened.
https://github.com/googlevr/cardboard/issues/360
This is the response I received from GitHub. You can see the details in the GitHub link.
"In the top left corner of the package manager, it says "Unity Registry". Click on that button and change it to "In Project". You should now see something similar to what is in the following image:"
I did this and was able to access the Google Cardboard for Unity plugin in the Package Manager window with a link to download the Hello Cardboard project. I suggested that they update the instructions for new people that have never used the plugin.

How can I debug services that don't run in the Unity Editor? (i.e. AdMob)

Is there a way I can debug problems with AdMob or other services that only run when the app is built and launched on a device rather than run in the Unity editor? I'm currently having an issue where AdMob rewarded video ads crash my app and I'm not sure how to get the logs from my iPhone. When run in the Unity editor the test ads won't display so debugging there is out of the question.
Xcode for iOS and ADB for android. You can build using "Development build" option for more debugging. Official apple info on debugging:
https://developer.apple.com/support/debugging/

Google Cardboard SDK not working in Unity 5.4.1f (Gvr Controller script not loaded)

I'm trying to use Google Cardboard SDK with Unity 5.4.1f (Free). After importing the unitypackage with SDK, I tried to run the demo scene, but I see only freezing camera. I can't look around with mouse, just static picture. And I see the errors in Console and Inspector tab. Here is the screenshot:
I tried to import different versions of Cardboard SDK and also tried Unity 5.3, but got the same errors. Please help me, I don't know what's wrong with it.
The project is likely corrupted. Make sure that the version of Unity you have is > the version used to build the Google Cardboard SDK.
If that's not the problem, close Unity, delete the current Google Cardboard SDK project and plugin. Download fresh version here.
After downloading it, import the GoogleVRForUnity.unitypackage file. This should fix your problem.
EDIT:
Things changed in the latest Google VR SDK update. The VR Demo Scenes now require VR
Technical preview to work. You can get the latest Unity version for VR here. Scroll down to the end of the page.
The latest version 5.4.2f2-GVR10.
Once you download this version of Unity UNITY_HAS_GOOGLEVR will be defined in Unity and you can now run the ControllerDemo demo.
Note:
You can run the DemoScene scene in Assets\GoogleVR\DemoScenes\HeadsetDemo directory without downloading the Unity GVR version. Right click on the Project tab then click Reimport All.
You just cannot run the ControllerDemo scene in Assets\GoogleVR\DemoScenes directory without downloading the Unity GVR version.

Tango Unity Examples Not Building

I have been trying to build and run the tango unity example on my new tango device and it doesn't seem to be working. As soon as the app launched the app crashes on my device. It just says Unfortunetely, Unity Examples has stopped.
I also tried to run a simple app with Tango AR camera and got the same result.
I am running Unity 5.4.0f3 (64-bit) with Android Studio 2.1.2. I installed all the tools on the Surface Book (Windows 10) on 8/1/2016
As stated on the Tango developers group on G+, Tango SDK does not support Unity 5.4 yet, you need to download 5.3.
Hi Devs,
Unity released version 5.4 last week. As a result, Tango development is broken. The team is aware of the issue is currenlty working to address the issue this month. In the meantime, the only workaround is to stay on Unity 5.3.
Thank you for your patience everyone.
https://plus.google.com/+ProjectTango/posts/N9DEz2RKZSb

How to use sphero unity plugin?

I'm trying to use sphero unity plugin.
I'm download from GitHub. Evrything is OK but when I'm trying to lauch the sample app from Ipad2 it crashe.
I'm also try with the unity plugin in the asset store.
Did I forget anything ?
Thank you
We are seeing this crash on some projects because the "-all_load" linker flag isn't added in the xcodeproject. See this other stackoverflow project for a more detailed solution.
Sphero iOS Unity Plugin - Crash Following Sphero Connect