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Question by no666mi · May 28, 2021 at 04:59 PM · unity 2dads

Rewarded ad working even when I pause the game

Hi I have interstitial ad attached to my pause button. Whenever I press it the rewarded ad also work for some reason and reward the player. Please help me.

 using System.Collections;
 using UnityEngine;
 using UnityEngine.Advertisements;
 
 public class adScript : MonoBehaviour, IUnityAdsListener
 {
 
     public string gameId = "4110451";
     string mySurfacingId = "Rewarded_Android";
     [SerializeField] private GameObject LoadingUI = null;
     public float waitTime = 3f;
     public bool testMode = true;
     public GameObject dead;
     public GameObject player;
     public GameObject blue;
     void Start()
     {
         // Initialize the Ads service:
         Advertisement.AddListener(this);
         Advertisement.Initialize(gameId, testMode);
     }
 
     
 
 
 
 
     public void ShowInterstitialAd()
     {
         if (Advertisement.IsReady())
         {
             Advertisement.Show("Interstitial_Android");
         }
         else
         {
             Debug.LogError("Error: Ad was not able to be loaded in " + waitTime + " seconds!");
             Debug.Log("Ad didnt loaded");
         }
     }
 
     //private IEnumerator ShowAd()
     //{
     //    float currentTime = 0.0f;
 
     //    LoadingUI.SetActive(true);
 
     //    while (currentTime <= waitTime && !Advertisement.IsReady())
     //    {
     //        currentTime += Time.unscaledDeltaTime;
             
     //        yield return null;
     //    }
 
     //    // show the ad if it is now ready
     //    if (Advertisement.IsReady())
     //    {
     //        Advertisement.Show("Interstitial_Android");
     //    }
     //    else
     //    {
     //        Debug.LogError("Error: Ad was not able to be loaded in " + waitTime + " seconds!");
     //        Debug.Log("Ad didnt loaded");
     //    }
 
     //    LoadingUI.SetActive(false);
     //}
     public void ShowRewardedVideo()
     {
         // Check if UnityAds ready before calling Show method:
         if (Advertisement.IsReady(mySurfacingId))
         {
             Advertisement.Show(mySurfacingId);
         }
         else
         {
             Debug.Log("Rewarded video is not ready at the moment! Please try again later!");
         }
     }
 
     // Implement IUnityAdsListener interface methods:
     public void OnUnityAdsDidFinish(string surfacingId, ShowResult showResult)
     {
         // Define conditional logic for each ad completion status:
         if (showResult == ShowResult.Finished)
         {
             
             healthScript.healthValue += 3;
             respawn();
             player.SetActive(true);
             dead.SetActive(false);
 
 
 
 
 
         }
         else if (showResult == ShowResult.Skipped)
         {
             
         }
         else if (showResult == ShowResult.Failed)
         {
         }
     }
 
     public void OnUnityAdsReady(string surfacingId)
     {
         // If the ready Ad Unit or legacy Placement is rewarded, show the ad:
         if (surfacingId == mySurfacingId)
         {
             // Optional actions to take when theAd Unit or legacy Placement becomes ready (for example, enable the rewarded ads button)
         }
     }
 
     public void OnUnityAdsDidError(string message)
     {
         // Log the error.
     }
 
     public void OnUnityAdsDidStart(string surfacingId)
     {
         // Optional actions to take when the end-users triggers an ad.
     }
 
     // When the object that subscribes to ad events is destroyed, remove the listener:
     public void OnDestroy()
     {
         Advertisement.RemoveListener(this);
     }
 
     public void respawn()
     {
 
         Renderer rend = player.GetComponent<Renderer>();
         TrailRenderer rend2 = player.GetComponent<TrailRenderer>();
         Collider2D col = player.GetComponent<Collider2D>();
 
         gameObject.transform.position = new Vector3(0, 0, 0);
 
         rend.enabled = true;
         rend2.enabled = true;
         col.enabled = true;
         blue.SetActive(true);
         Time.timeScale = 1;
     }
 
 }

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