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Tiny Banner Ad problem?
I have completed a simple app and I am almost ready to go except for the ads. I have added in my banner script and it works in Test Mode. I have been Googling and searching everywhere for a way to change the height of Unity banner ads, but I could not find anything. I have attached my banner ad code as well as a screenshot of the bottom portion of the device simulator so you can see how tiny the banner shows up as. Can anyone tell me how to set a banner ad's size?
     public string gameId = "1234567";
     public string placementId = "bannerPlacement";
     public bool testMode = true;
 
     [SerializeField] BannerPosition _bannerPosition = BannerPosition.BOTTOM_CENTER;
 
     void Start()
     {
         // Initialize the SDK if you haven't already done so:
         Advertisement.Initialize(gameId, testMode);
         StartCoroutine(ShowBannerWhenReady());
 
         // Set the banner position:
         Advertisement.Banner.SetPosition(_bannerPosition);
     }
 
     IEnumerator ShowBannerWhenReady()
     {
         while (!Advertisement.IsReady(placementId))
         {
             yield return new WaitForSeconds(0.5f);
         }
         Advertisement.Banner.Show(placementId);
     }
 }

Answer by robinking · May 25 at 11:30 AM
I am having this problem too. I haven't solved it yet but it's related to the Canvas Scaler on your UI Canvas. The banner ad appears to always be displayed with a Scale Factor of 1. So if your project's Canvas Scaler has a Scale Factor higher than 1 (i.e. for any iPhone after the iPhone 3), your banner ad will be reduced in size. I can't find any way to access the Canvas that the banner is displayed on as it doesn't show up in the hierarchy - but hopefully this at least gives you a clue as to what's happening. When you build to a device (I've been building to my iPhone 12 Pro), the test banner displays correctly - it's just annoying for it to display incorrectly in the editor.
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