Can someone please fix the omission of a callback trigger when an iAd fails to load. It's a pretty simple one line fix in your iOS project template, and I do it every time I download a new version of Unity, or failing that, every time I do a 'replace' or start a new iOS App. I know it's not a major problem, but it's such an easy fix. http://www.cwgtech.com/?p=89 Thanks
i'm trying to bring it into 5.2 so stay tuned for release notes when it gets out *it = special "failed to load" delegate, i dont like the "lets reuse" pattern (but i do understand why this guy made it this way)
Yeah - I'd rather have a special callback too - but a one line change is simple. Love to see it in 4.6 (I've not made the change to 5.0 yet - too many legacy apps to update once I do). Thanks for the update though - much appreciated.
>>Love to see it in 4.6 (I've not made the change to 5.0 yet - too many legacy apps to update once I do). everyone wants everything in 4.x ;-) the change in question is quite straightforward so we will see how that backporting to 4.x will play out ;-)