http://prntscr.com/cv3hc3 and http://prntscr.com/cv3hh0 seems to be perfectly set up, while my ads still display the "unity ads" example. How can I display real ads and get money from it?
Turning test mode in the UnityAds dashboard on and back off again did it!
Have you set test mode to false? this is from the Unity blog:
If we are running our project in the
editor we will see a generic billboard ad. If we are running this on
device and test mode is set to true (see above) then we will see a
placeholder ad. Finally, if we are on device and test mode is false we
will see a real live ad.
source: https://blogs.unity3d.com/2015/04/09/integrating-unity-ads/
I am not sure if your build target is properly set up, but this is a point worth mentioning as well:
NOTE: Since ads are currently only supported for iOS and Android, your
editor will have to be targeting one of those platforms in order to
see any test ads. Before going further you may want to switch your
platform to either iOS or Android in the Unity build settings
(File->Build Settings)
source https://blogs.unity3d.com/2015/04/09/integrating-unity-ads/
just uncheck the TestMode in services then try to build the app and install it in real devices then it works great.
Related
I'm trying to add a select channel trait.
what I did was that I followed the docs,
1- Add the ATTRIBUTES to the device I want to apply this feature on, for example, a TV device type
2- I guess we are all done as every other command works with my code
What I actually did was the following to the device database in Firestore
then added the
case "action.devices.commands.selectChannel":
in the
switch (execution.command) {}
code
then reloaded the device from the google home app
then when I try to call
"Change to ABC on my TV"
it says
'Sorry, I don't understand.'
and nothing appears on the logs
otherwise, everything is working perfectly,i.e setting the volume and On/Off.
what am I doing wrong, please?
UPDATE:
Today I tried command "action.devices.commands.returnChannel" and "action.devices.commands.relativeChannel" and they are working fine
and all three commands belongs to the same trait!
I've seen a lot of users complaining about this command on many sites
like the following 1,2,
could this be related,
I'm still in debug mode, would it be fixed when I publish my app
UPDATE #2
I tried it today with an android phone and it works fine with selectChannel command,
previously I was testing with an iPhone with google home and google assistant apps on their latest release, and the selectChannel is the only command that didn't work there.
Hope it's just related to the debugging mode
It is usually unexpected to have a trait / feature working on the Google Home App on Android but not on the iOS version, as their functionality is nearly identical. The accuracy on the speech to text conversion on both platforms might be different, which could be affecting the functionality. You can try out typing your request to see if that helps in any way.
I am using capacitor-community/privacy-screen to hide sensitive data, but when I use BrowserStack emulator I get a black screen. I would greatly appreciate any assistance.
BrowserStack offers real devices that are not simulators or emulators.
Could you confirm with your developer to revisit the code to disable the security flag which they may have enabled in the manifest file or set programmatically in the code.
The class that is mostly being used to set a security flag:
WindowManager.LayoutParams.FLAG_SECURE(https://developer.android.com/reference/android/view/WindowManager.LayoutParams)
I use only Admob to serve ads on my iOS apps made with Unity. I don't want to display AppTrackingTransparency prompt since most users would reply to NOT be tracked.
I would like to:
keep using Admob
not using IFDA but only the new SKADNetwork
In short, I want my app to serve ads as if the user answered NO the to ATT prompt (since this is what's going to happen anyway)
How do I accomplish this with Unity?
Is it enough to use the following code?
AdRequest request = new AdRequest.Builder()
.AddExtra("npa", "1")
.Build();
If I use the above code, can I fill the App Privacy Section stating that my apps are not tracking users?
In the the following page:
https://developers.google.com/admob/ios/ios14
I can read:
"If you decide to include App Tracking Transparency (ATT) in your app..."
So according to Google, including ATT is an option... how exactly do I choose not to include it AND keep using Admob?
This is a pretty actual topic now since iOS 14.5 release. Let's sort some things out to proceed:
According to the updated Apple Terms and Conditions, you must show ATT popup to the users who use iOS 14.5. This is an Apple requirement with which I would not recommend to trick;
If your app uses any of the Ad Network and doesn't show an ATT popup, you will be rejected on the App Review stage when you try to release an update. You really have a small chance to be lucky and pass it, but most probably you'll not;
If the user blocks tracking, it doesn't mean you'll not show ads and lose money. Just to be clear: you are allowed to show ads even if a user blocks the tracking. You just need to use Ad Network API/SDK accordingly to not pass the device’s advertising identifier.
To support an ATT status with AdMob in Unity, you need to use an AdMob plugin for Unity of version at least 5.4.0. I'm attaching a link on official releases on GitHub with description and usage samples:
AdMob plugin releases for Unity.
In summary: consider not ignoring the Apple requirements, because it will directly affect your app. They always check your app manually before each release and track how your app meets their requirements, especially now, in the first week of iOS 14.5 public release.
Im trying to run the sample app provided in the daydream page on the google pixel phone.
1) I chnaged the build settings to android.
2) Went to player settings enabled Virtual reality support and selected google daydream as the platform.
3) I changed the Minumum API to API level 24.
4) I added the folder containing my adb to the path variable in windows.
5) I also set the path of the android SDk.
6) I enabled USB debuggin on Pixel
However when I run my app , I get the following errors:
Device daydream not supported in Editor Mode. Please run on target device.
And..
Failed to read from controller emulator app event socket.
Verify that the controller emulator app is running.
build the apk and start it on your device. build and play requires adb.
As I suppouse, you want to DEBUG your Daydream app on your Programming Environment (Unity in this case).
Note:This solution allows you to debug on your PC but you'll need one Pixel Phone connected to your PC, and one Daydream Controller.
First of all I recommend you to download the samples provided by Google on Github if you have not done it yet:
https://github.com/googlevr/gvr-unity-sdk/releases
When you load any scene you'll see that the Daydream basic set is composed for a hierarchy like:
The two selected components are key for your porpouse cause if you want to debug Daydream from your PC you'll need to "link" your daydream controller with InstantPreview App. Instant preview will downloaded instantly on your phone if you got in your scene the "GvrInstantPreviewMain".
InstanPreview Google Info: https://developers.google.com/vr/develop/unity/instant-preview
When the app has been opened, can happen 3 things on your pixel phone:
Everything works as it should.
Daydream Instant Preview infom to correct the device by USB.
Kind of Grey screen with some text.
If you're on 2.
This seems to happen when your Unity Project is desynchronized from your phone and you'll see something like:
Close InstantPreviewApplication on your phone, close your unity project (remember to save your progress), and open again your unity project. That has almost always solved me.
If you're on 3.
This seems to happens when instan preview is waiting for Unity Play Mode.
You only need to press Play on you Unity Poject.
Remember to press (and mantain) synchronize button on your Daydream controller if you can move the headset camera but can't find your controller reticle.
This works for me.
I also append my own Unity project with this scheme that works bought for Daydream and GearVR in case helps someone else to test my solution:
https://github.com/ls29322/VR_GalleryApp
I am ready to release a game that uses Admob banner ads however the ads do not show up. The log says <Google> Advertising tracking may be disabled. To get test ads on this device, enable advertising tracking. But this identical code has worked for my other games(appId is correct). Im not sure why this is or how to fix it. I did not have to change any privacy settings for my other app.
Note: i am aware of the other similar questions however they do not answer my problem. If I have to change the privacy settings, then my users will and I dont want that. Please let me know what you think. Thanks
Swift 2 Xcode SpriteKit
You're getting this message because you've limited ad tracking inside of Settings -> Privacy -> Advertising.
to read this manual