Debug.LogWarning("Development Build must be enabled in Build Settings to enable test mode for Unity Ads."); } boolisTestModeEnabled = Debug.isDebugBuild && enableTestMode; Debug.Log(string.Format("Precheck done. Initializing Unity Ads for game ID {0} with test mode {1}...", gameID, ...
This callback method handles logic for the SDK successfully initializing. OnInitializationFailed This callback method handles logic for the SDK failing to initialize. ParameterDescription error The UnityAdsInitializationError that caused initialization to fail. message A message associated with the error....
void onInitializationComplete(); void onInitializationFailed(UnityAds.UnityAdsInitializationError error, String message); Implement this interface to handleinitializeresults. onInitializationComplete This callback method handles logic for the SDK successfully initializing. ...
or not via UI, the corresponding behavior should be reported to TGSDK. For example, the product shown in the figure above presents the ads playing button, then the user can choose whether to play the ads in order to acquire bonus. At this time, this behavior should be reported to TGSDK...
Every Unity Ads-enabled project has a (non-rewarded) ‘video’ and (rewarded) ‘rewardedVideo’ Placement by default. Feel free to use one of these for your first implementation if they suit your needs, or create your own.Initializing the SDK...
Debug.Log("RestorePurchases FAIL. Not supported on this platform. Current = " + Application.platform); } } // // --- IStoreListener // public void OnInitialized(IStoreController controller, IExtensionProvider extensions) { // Purchasing has succeeded initializing. Collect our Purchasing reference...
Initializing the SDK Interstitial ads Rewarded video ads Integration for Personalized Placements Testing your implementation Configuring your Project Setting build targets Configure your Project for a supported platform using theBuild Settings window. Set the platform toiOSorAndroid, then clickSwitch Platform...
[REQUIRED] Step 1: Describe your environment Unity version: 2020.3.31f1 Google Mobile Ads Unity plugin version: 7.0.0 Platform: Android Platform OS version: Android 5.1, Android 4.4 [REQUIRED] Step 2: Describe the problem After updating ...
I tried looking at ManageScene and could not see any reference to GoogleMobile Ads. Can you replicate this in the HelloWorld sample, or only the custom implementation? Looking at the code, I see we do pause the game, but only on the UnityEditor (here). Are you seeing this on Android ...
GUI.matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, new Vector3(3, 3, 3)); // if we are not initialized, only draw a message if (!IsInitialized) { GUILayout.Label("Initializing IAP and logging in..."); return; } // Draw menu to purchase item...