1. Help us improve the editor usability and artist workflows. Join our discussion to provide your feedback.
    Dismiss Notice
  2. We're looking for feedback on Unity Starter Kits! Let us know what you’d like.
    Dismiss Notice
  3. We’re giving 2017.1 beta testers a chance to win t-shirts and a Nintendo Switch. Read more on the blog.
    Dismiss Notice
  4. We want to know how you learned Unity! Help us by taking this quick survey and have a chance at a $25 gift card
    Dismiss Notice
  5. Are you an artist or level designer going to Unite Europe? Join our roundtables there to discuss artist features.
    Dismiss Notice
  6. Unity 5.6 is now released.
    Dismiss Notice
  7. Check out all the fixes for 5.6 on the patch releases page.
    Dismiss Notice

Issues in migrating to 5.2

Discussion in 'Unity Ads' started by Aurigan, Sep 9, 2015.

  1. Antony-Blackett

    Antony-Blackett

    Joined:
    Feb 15, 2011
    Posts:
    650
    Not that much time. They have really good tutorials. The additional network plugins take a few minutes, they only really require you to add things to an android manifest, iOS is automatic. Integrating the mediator plugin is exactly the same amount of work as setting up a single ad network like Unity Ads in Unity.

    The portals take about 30 minutes to setup and sure a little longer if something goes wrong, but we're only talking a day of work at the most and the result is far better revenue from ads at no cost to your user experience.
     
  2. unity-nikkolai

    unity-nikkolai

    Unity Technologies

    Joined:
    Sep 18, 2014
    Posts:
    541
    The BuildProcess script above is just one way to disable auto initialization of ads. These days I actually recommend using menu items so that you can set these manually. The benefit of the script above is that it always ensures auto initialization is disabled.

    Note: The enabled property determines if the built in Ads extension is loaded. Set AdvertisementSettings.enabled depending on whether you're using the built in extension vs the asset package. It doesn't have any control over whether the ads service is enabled. If you look in the Services window, you can have the Ads service enabled (recommended in either case), and then under the Advanced settings foldout you can see a checkbox for enabling the extension. That checkbox correlates to this enabled property.

    To initialize Unity Ads manually within your own game code, simply call the Advertisement.Initialize method, passing in values for your game ID and whether test mode should be enabled. The rest of your code is the same regardless of whether you allow Unity to initialize Unity Ads, or if you do so manually via this method.

    See for more details https://docs.unity3d.com/ScriptReference/Advertisements.Advertisement.Initialize.html

    Also see the Quick Start guide for showing ads https://unity3d.com/services/ads/quick-start-guide
     
    JohnGate likes this.
  3. JohnGate

    JohnGate

    Joined:
    Oct 22, 2013
    Posts:
    432
    @unity-nikkolai
    Thank you for your detailed reply, shows great support :)
     
    unity-nikkolai likes this.