disable ads admob with iap
hello, I would like to figure out how to disable ad ads permanently after a purchase in the app. I know that create an iap button but I can not disable ad ads ads. I've searched all over the web but no one has ever talked about it. I tried with admob.banner.destrony() etc. but the result and that after 2 seconds the ad reappears.
My code IAP Manager: using System; using UnityEngine; using UnityEngine.Purchasing;
// Placing the Purchaser class in the CompleteProject namespace allows it to interact with ScoreManager, // one of the existing Survival Shooter scripts. namespace OnefallGames { // Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing. public class IAPManager : MonoBehaviour, IStoreListener { public static IAPManager Instance { get; set; }
private static IStoreController m_StoreController; // The Unity Purchasing system.
private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.
private const string IS_PURCHASED_NO_ADS_PPK = "noads";
[SerializeField] private string noAds_ID = "noads";
public bool abilitatoNoads = false;
private void Awake()
{
if (Instance)
{
DestroyImmediate(gameObject);
}
else
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
}
void Start()
{
// If we haven't set up the Unity Purchasing reference
if (m_StoreController == null)
{
// Begin to configure our connection to Purchasing
InitializePurchasing();
}
}
public void InitializePurchasing()
{
// If we have already connected to Purchasing ...
if (IsInitialized())
{
// ... we are done here.
return;
}
// Create a builder, first passing in a suite of Unity provided stores.
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
// Continue adding the non-consumable product.
builder.AddProduct(noAds_ID, ProductType.NonConsumable);
UnityPurchasing.Initialize(this, builder);
}
private bool IsInitialized()
{
return m_StoreController != null && m_StoreExtensionProvider != null;
}
private void BuyProductID(string productId)
{
// If Purchasing has been initialized ...
if (IsInitialized())
{
Product product = m_StoreController.products.WithID(productId);
if (product != null && product.availableToPurchase)
{
Debug.Log(string.Format("Purchasing product asychronously: '{0}'", product.definition.id));
m_StoreController.InitiatePurchase(product);
abilitatoNoads = true;
}
else
{
Debug.Log("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase");
}
}
else
{
Debug.Log("BuyProductID FAIL. Not initialized.");
}
}
//
// --- Public functions
//
public void BuyNoAds()
{
BuyProductID(noAds_ID);
}
public bool IsPurchasedNoAds()
{
return PlayerPrefs.GetInt(IS_PURCHASED_NO_ADS_PPK, 0) == 1;
}
/// <summary>
/// Restore purchases previously made by this customer. Some platforms automatically restore purchases, like Google.
/// Apple currently requires explicit purchase restoration for IAP, conditionally displaying a password prompt.
/// </summary>
public void RestorePurchases()
{
// If Purchasing has not yet been set up ...
if (!IsInitialized())
{
// ... report the situation and stop restoring. Consider either waiting longer, or retrying initialization.
Debug.Log("RestorePurchases FAIL. Not initialized.");
return;
}
// If we are running on an Apple device ...
if (Application.platform == RuntimePlatform.IPhonePlayer ||
Application.platform == RuntimePlatform.OSXPlayer)
{
// ... begin restoring purchases
Debug.Log("RestorePurchases started ...");
//// Fetch the Apple store-specific subsystem.
var apple = m_StoreExtensionProvider.GetExtension<IAppleExtensions>();
//// Begin the asynchronous process of restoring purchases. Expect a confirmation response in
//// the Action<bool> below, and ProcessPurchase if there are previously purchased products to restore.
apple.RestoreTransactions((result) =>
{
// The first phase of restoration. If no more responses are received on ProcessPurchase then
// no purchases are available to be restored.
Debug.Log("RestorePurchases continuing: " + result + ". If no further messages, no purchases available to restore.");
});
}
// Otherwise ...
else
{
// We are not running on an Apple device. No work is necessary to restore purchases.
Debug.Log("RestorePurchases FAIL. Not supported on this platform. Current = " + Application.platform);
}
}
//
// --- IStoreListener
//
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
// Purchasing has succeeded initializing. Collect our Purchasing references.
Debug.Log("OnInitialized: PASS");
// Overall Purchasing system, configured with products for this application.
m_StoreController = controller;
// Store specific subsystem, for accessing device-specific store features.
m_StoreExtensionProvider = extensions;
}
public void OnInitializeFailed(InitializationFailureReason error)
{
// Purchasing set-up has not succeeded. Check error for reason. Consider sharing this reason with the user.
Debug.Log("OnInitializeFailed InitializationFailureReason:" + error);
}
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
{
// Or ... a non-consumable product has been purchased by this user.
if (String.Equals(args.purchasedProduct.definition.id, noAds_ID, StringComparison.Ordinal))
{
// TODO: The non-consumable item has been successfully purchased, grant this item to the player.
PlayerPrefs.SetInt(IS_PURCHASED_NO_ADS_PPK, 1);
}
return PurchaseProcessingResult.Complete;
}
public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
{
Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}", product.definition.storeSpecificId, failureReason));
}
}
}
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