I'm having an issue with Advertisement.IsReady() always being false on iOS in a Unity game. In the editor, I get the default screen that says "This screen would be your ads".
I've double checked the game id and both the game id in the editor and the dashboard match. I'm using the Unity services to integrate it.
if (Advertisement.IsReady())
{
Advertisement.Show();
}
Update
I finally got an Android build and the ads work fine but still not able to get working ads in iOS.
I upgraded from 5.5.0b9 to 5.5.0f3 and that seems to have fixed the issue. The ads are now displaying correctly.
Related
I made a game and added ads that turn on with a separate button. Ads from unity ads. In the unity project, test ads work and turn on when needed. I found out that real advertising does not work when I posted it on Google Play and the testers had no advertising. Test mode disabled in: code, unity dashboard and servicesenter image description here
Make sure test mode is set to false in the Unity inspector as well. Not just in the code, because it is a serialise field.
Hi I just put my game on the playstore and it works now (finally) the only problem is that the ads aren't working but they worked on unity editor when testing it. This is what the log shows:
Please consider upgrading to the Packman Distribution of the Unity Ads SDK. The Asset Store distribution will not longer be supported after Unity 2018.3
UnityEngine.Advertisements.Advertisement:Initialize(String, Boolean)
monetization:Start() (at Assets/monetization.cs:17)
I am not really sure that this means, could someone help out?
That means you need to update the ads package manager.
what i did was i removed the unity monetization assets i got from the asset store and i update my unity ads package and the ads began to work
I want to integrate Flutter app with Unity and AR Vuforia. I tried to use library: flutter_unity_widget (https://pub.dev/packages/flutter_unity_widget).
When integrating Flutter app with Unity without Vuforia it works very well. But when I tried to use it with Vuforia … OK, I didn't get any error and I could build app, but when I tested it, it didn't show any object.
I did all the configuration with the library tutorial.
Maybe some of you integrated something like that?
Do you have any sample project with it?
You can check out this blog about "Building with Flutter + Unity (AR Experience Toolkit)" for unity.
And for AR Vuforia, it seems that support for this is not yet materialized as of this GitHub post. You can watch out for the updates there.
The same thing happened to me when I was testing on iOS, Android was OK
I went through all the steps, only that Vuforia didn't recognize anything. According to this issue Dataset Foo could not be loaded and cannot be activated, I dragged and dropped the data folder and Vuforia into the Runner.
And everything was working fine
I am facing a issue with unity ads from last week. Ads are working fine in Unity editor. In iOS build ads are working fine, but in Android build ads are not working at all. I am using built in ads and using unity 2017.2.
Tried every thing that is on internet for solving this problem. Reinstalled unity, switched to latest version, deleted connection settings from package and tried various conventions to code unity ads but problem never solved. In android build ads are not even show in test mode.
Bellow is the example of code that I have implemented to show ads when game fail. Same code works fine in iOS build but not in android. I have tested on 4 different android devices so it is not the problem with device and I have enough fast internet connection for ads to show.
Two projects I have recently created are having this problem and one old project that was showing ads and I made new buid to update this project and it also started to not show any ad. My other old projects working fine and showing android ads, but from last week any new android build not showing ads.
public void LevelFailed()
{
StartCoroutine(ShowAds());
}
IEnumerator ShowAds()
{
if (Advertisement.IsReady())
{
Advertisement.Show();
yield break;
}
yield return new WaitForSeconds(2f);
if (Advertisement.IsReady())
{
Advertisement.Show();
yield break;
}
}
Finally ads are working. Problem was with unity 2017.2 all updates. After installing Unity 2017.3.0f3 ads stated to work just fine in the android build.
I'm almost new to Unity3D, I've watched this presentation of Unity evengelist made in February 2016:
https://www.youtube.com/watch?v=pK0ZD53gOoE
Evengelist said and showed that to bring project to VR you need to select one checkbox (Virtual Reality Supported). Now in 5.5 version just downloaded, when I select Virtual Reality Supported it says also "you must add at least one VR SDK", also after that checkbox selected when I click play scene, I do not see two eyes screen, just ordinary view. When last year I tried to make VR for Cardboard and loaded Cardboard SDK, scene view showed two screens to each eye in play mode.
So the question - how now make VR that works on Cardboard in Unity3d? Do I still need Cardboard SDK (I don't need magnet input support or similar, just stereo and head movement support)?
Added: I don't have Cardboard SDK option in Unity somehow:
According to Unity Blog, Cardboard support is exclusive to Android only. iOS Cardboard support will be added soon.
Do I still need Cardboard SDK
I don't think you need the SDK. This is now Native support for Cardboard. Although,you can still download the Cardboard SDK and Unity will automatically use it.
And here is how to enable Cardboard SDK in Unity 5.5.
Thanks Programmer for your answer, it helped me find what my issue was. However, I've spent literally all of my time over the past few days trying to get Google Cardboard and Unity setup, so I figured I can at least post my answer too.
One problem I initially ran into was that I was trying to use GVR Unity SDK v1.1. There are several bugs in this version, so I reverted back to the GVR Unity SDK v1.0.3. This can be downloaded from the github repo: https://codeload.github.com/googlevr/gvr-unity-sdk/zip/f391c2436426857899af1c37f0720b3985631eb3
Then, I ran into multiple problems just getting things to run on android, so I found that I have to use build tools version 24.0.1. This can be downloaded using the Android SDK Manager executable.
Lastly, the "cardboard" option wasn't appearing for me as part of the drop downs, just like in the picture posted by the asker. The problem was that I was using a regular version of Unity, when I needed to actually be using the technical preview. This can be downloaded from https://unity3d.com/partners/google/daydream, and I'm running Unity v5.4.2f2-GVR13.
Then the drop down "cardboard" appeared, and I was able to follow google's official instructions (https://developers.google.com/vr/unity/get-started) and get things set up.
I ended up installing the Unity 5.6 Beta and got my Cardboard app built quite simply using the EasyMovieTexture store asset, turning on VR in Player Settings and adding Google Cardboard. It is working great in IOS and Android. I am working on turning off the Google Overlay as my app toggles between Cardboard and a simple 360 view and that is a proving a challenge. It seems from what I have read Google does not want you to turn off their overlay. I might try to do this natively on IOS.