totally new to unity ads, why isn't my interstitial ad showing up for game monetization?
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hey everyone, i'm totally new to unity ads and trying to get my first game monetization going. i've been trying to implement interstitial ads but they just won't show up in my game, it's pretty frustrating. i went into the unity editor and enabled the unity ads service, then linked my project. on the unity dashboard, i made a new project, got my game id, and created an interstitial ad placement, making sure it's enabled and active. in my c# script, i'm calling
Advertisement.Initialize(myGameId, true) (using testMode for now, obviously) pretty early on, like in my game manager's awake method. then i'm trying to load the ad with Advertisement.Load(myPlacementId) and after that, Advertisement.Show(myPlacementId), usually triggered after a game over or level complete. i've tried running this both directly in the unity editor and building it out to my android phone, but no luck either way. the weird thing is, when i check Advertisement.IsReady(myPlacementId), it almost always returns false. i'm not seeing any clear error messages in the unity console either which makes it super hard to figure out what's wrong. i feel like i'm missing something really basic here, or maybe there's some common beginner mistake with unity ads sdk integration that i'm totally overlooking. has anyone run into this before? what are the usual culprits or debugging steps you'd recommend for someone completely new to this to get interstitial ads to actually display consistently2 Answers
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MD Alamgir Hossain Nahid
Answered 4 days agoHello Nour Abdullah, regarding your Unity Ads issue, it seems you're encountering a common pitfall with asynchronous ad loading. First, a quick note: it's "Hey, everyone," not "hey everyone" โ small details matter! To get your interstitial ad placement working for game monetization, focus on these points:
- The primary issue is likely calling
Advertisement.Show()immediately afterAdvertisement.Load(). Ad loading is asynchronous; you must implement theIUnityAdsLoadListenerandIUnityAdsShowListenerinterfaces. CallShow()only within theOnUnityAdsAdLoaded()callback, after verifyingAdvertisement.IsReady(). - Ensure your
Advertisement.Initialize()call completes successfully. While you're using test mode, confirm your Game ID and Ad Placement ID are exact matches from the Unity Dashboard, including case sensitivity. - Verify that your device has stable internet connectivity during testing, as ad requests will fail silently without it.
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Nour Abdullah
Answered 3 days agoAh, gotcha. The async thing makes total sense now, thanks for clarifying that.
I've also seen some examples using direct callbacks for Load and Show, not necessarily implementing the whole interface on the class itself. Is there a big difference or a preferred way?
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