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Unity (test)Ads works in Editor, but not in Android Build. Help

Hello there, Its my first time attempting to implement Ads to a game. I have the Rewarded Ads option that appears on players fifth death. In editor, the sample Ad shows perfectly. But when I build it for android and try it there, on clicking the ads button, it does nothing.

I put texts in each case which would appear on screen, and from there I realized that in android it does initialize but goes no farther.

Here is my Ads Script




using UnityEngine;

using UnityEngine.Advertisements;

using UnityEngine.UI;




public class NewBehaviourScript : MonoBehaviour, IUnityAdsListener

{



  private string gameId = "12345679";

  private string gameAid = "12345678";


 // Button myButton;

  public string myPlacementId = "rewardedVideo";


public bool isTargetAppStore;

public bool isTestAD;


public Text CountTextt;

 

public GameObject myObject;

public GameObject myObject2;

public GameObject myObject3;

public GameObject myObject4;

public GameObject myObject5;

     


  // Start is called before the first frame update

  void Start() 

{

 Advertisement.AddListener (this);

InitializeAdvertisement(); 

if (!Advertisement.isInitialized)

{

CountTextt.text = "....";

Advertisement.Initialize(gameId, isTestAD);

}

else {

CountTextt.text = "..";}

    myObject.SetActive(false); 

 myObject2.SetActive(false); 

 myObject3.SetActive(false);  

 myObject4.SetActive(false); 

 myObject5.SetActive(false); 

    

}

  

    private void InitializeAdvertisement()

 { 

 if(isTargetAppStore) 

{Advertisement.Initialize(gameId, isTestAD); 

//return;

}

//Advertisement.Initialize(gameId, isTestAD);

  }


  public void PlayRewardedVideo() {

   if(!Advertisement.IsReady(myPlacementId)) 

{

CountTextt.text = "not ready";

return; 

}

 if(Advertisement.IsReady(myPlacementId)) {

CountTextt.text = "ready";

Advertisement.Show(myPlacementId);

}  }


 public void OnUnityAdsReady (string placementId) {

     

  }


  public void OnUnityAdsDidFinish (string placementId, ShowResult showResult) {

    // Define conditional logic for each ad completion status:

    if (showResult == ShowResult.Finished) {

      // Reward the user for watching the ad to completion.

CountTextt.text = "Finished";


if ( myObject != null) {

      myObject.SetActive(true);}


else if ( myObject2 != null) {

      myObject.SetActive(true);}

else if ( myObject3 != null) {

      myObject.SetActive(true);}

else if ( myObject4 != null) {

      myObject.SetActive(true);}

else if ( myObject5 != null) {

      myObject.SetActive(true);}

 


}     

 else if (showResult == ShowResult.Skipped) {

      Debug.Log("skipped");

CountTextt.text = "skipped";

    } else if (showResult == ShowResult.Failed) {

      // Debug.LogWarning (“The ad did not finish due to an error.”);

Debug.Log("Failed");

CountTextt.text = "failed";

    }

  }


  public void OnUnityAdsDidError (string message) {

    Debug.Log("Error");

CountTextt.text = "Error";

  }


  public void OnUnityAdsDidStart (string placementId) {

    // Optional actions to take when the end-users triggers an ad.

Debug.Log("Started");

//CountTextt.text = "Started";


  } 

}



Few more details

in editor, the first time I come across the ad bottun, it shows this text '....'

after that one time, all the other times it only shows '..'

, until I quit play mode.

and ofc in android it stays "...." and on clicking I does nothing, and just remains to show this text "...."



Any response will be appreciated, thankyou.

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