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Question by danjam84 · Jul 26, 2021 at 02:16 PM · scripting problemadsunity ads

Not sure how to get OnUnityAdsShowClick working. Please help.

What I'm trying to achieve:- Play an Interstitial ad. And then run a function only once the ad has been completed/skipped/closed..

Using Advertisement Package 3.7.3

I'm using the example code form the Unity doc. Added LoadAd() to the click action of a button. And called ShowAd() from OnUnityAdsAdLoaded(). The test ad is showing up in the editor, but on clicking Close or Skip nothing is happening.. In fact nothing that I add to OnUnityAdsShowClick is running, not even the Debug.log statement.

I'm a newbie. Not sure what I'm doing wrong. Here is my code.

 using UnityEngine;
 using UnityEngine.Advertisements;
 
 public class InterstitialAdExample : MonoBehaviour, IUnityAdsLoadListener, IUnityAdsShowListener
 {
     [SerializeField] string _androidAdUnitId = "Interstitial_Android";
     [SerializeField] string _iOsAdUnitId = "Interstitial_iOS";
     string _adUnitId;
 
     void Awake()
     {
         _adUnitId = (Application.platform == RuntimePlatform.IPhonePlayer)
             ? _iOsAdUnitId
             : _androidAdUnitId;
     }
 
     public void LoadAd()
     {
         // I call LoadAd() on clicking a button.
         Debug.Log("Loading Ad: " + _adUnitId);
         Advertisement.Load(_adUnitId, this);
     }
 
     public void OnUnityAdsAdLoaded(string adUnitId)
     {
         ShowAd();
     }
 
     public void OnUnityAdsFailedToLoad(string adUnitId, UnityAdsLoadError error, string message)
     {
         Debug.Log($"Error loading Ad Unit: {adUnitId} - {error.ToString()} - {message}");
     }
 
     public void ShowAd()
     {
         Debug.Log("Showing Ad: " + _adUnitId);
         Advertisement.Show(_adUnitId, this);
     }
 
     public void OnUnityAdsShowFailure(string adUnitId, UnityAdsShowError error, string message)
     {
         Debug.Log($"Error showing Ad Unit {adUnitId}: {error.ToString()} - {message}");
     }
 
     public void OnUnityAdsShowStart(string adUnitId) 
     {
         Debug.Log("Ad started showing");
    
     }
     public void OnUnityAdsShowClick(string adUnitId) { }
     public void OnUnityAdsShowComplete(string adUnitId, UnityAdsShowCompletionState showCompletionState) 
     {
         Debug.Log("Ad complete"); 
         //Tried adding actions here, but it doesn't run
     }
 }
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Answer by danjam84 · Sep 30, 2021 at 03:55 PM

Contacted Unity - according to their response "the event OnUnityAdsShowComplete() is called after the ad is shown, however, this only happens in the build."

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