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Unity Ads 2.0 performance issues on iOS devices connected to an IPv6 network

Discussion in 'Unity Ads & User Acquisition' started by AVOlight, Sep 6, 2016.

  1. AVOlight

    AVOlight

    Joined:
    Apr 15, 2014
    Posts:
    427
    specifically after an app is installed fresh without any ads cached in local storage

    wondering if anyone else is having this issue

    my games iOS version binary gets rejected if I have Unity Ads 2.0 SDK integrated

    "Please run your app on a device while connected to an IPv6 network (all apps must support IPv6) to identify the issue(s), then revise and resubmit your app for review."

    also was wondering if there's an ETA on the next Unity Ads 2.0 update?
     
  2. FritzH

    FritzH

    Developer Relations

    Joined:
    Aug 18, 2015
    Posts:
    45
    Hello,

    Would you mind sharing some information about your integration:

    - What Unity version are you using? (or iOS SDK version if this is a native integration)
    - Was your game submitted successfully with SDK 1.5 before?
     
  3. AVOlight

    AVOlight

    Joined:
    Apr 15, 2014
    Posts:
    427
    Hello @FritzH

    Unity 5.4.0p4
    with the Unity Ads SDK that's integrated in the Unity Editor Services window

    Can check that version running here:
    https://itunes.apple.com/us/app/id1133807900

    Ad shows after both 40 seconds has passed and the player is eaten
     
  4. rasmus-unity

    rasmus-unity

    Moderator

    Joined:
    Aug 15, 2014
    Posts:
    1,312
    Hi,

    We have verified Ads SDK 2.0 with IPv6 network internally, and we have other apps submitted to app store using SDK 2.0, so don't understand why yours got rejected. And just to make sure, what do you mean by "performance issues"

    /Rasmus
     
  5. AVOlight

    AVOlight

    Joined:
    Apr 15, 2014
    Posts:
    427
    I get visibly bad lag for about 2-5 seconds.

    how does the performance graphs from the Unity Profiler compare between Unity Editor Integrated Ads SDK and new 2.0 SDK

    my games very graphics and cpu intensive
    I can create a TestFlight build to show my specific case

    running the app first connected to an IPv6 network shows the lag (with a working internet connection)
    closing the app, changing the wifi to an IPv4 network
    running the app, and that same lag does not show
    closing the app, changing back to an IPv6 network
    running the app, and the lag is there again
     
    Last edited: Sep 10, 2016