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Unity Banner ads do not work in build
Hi guys,
So i have doing a bit of work on the implementation of Unity ads by following the integration guide - https://unityads.unity3d.com/help/unity/integration-guide-unity#implementing-banner-ads
I followed it to a T and got the non-consumable ads working great however the banner ads only seem to appear in the editor as a grey box at the bottom saying "This would be your banner ad" and this does not appear in the build.
My question is whether or not anything is supposed to appear in the build for banner ads when the game is in Test Mode.
Could anyone shed some light on the situation in relation to banner ads please? I have searched and searched and everything i have found on banner ads is either outdated or implemented using AdMob.
Many Thanks everybody
using UnityEngine.Advertisements;
public class bannerAd : MonoBehaviour {
#if UNITY_IOS
public const string store_id = "1234567";
#elif UNITY_ANDROID
public const string store_id = "1234567";
#endif
private string bannerPlacement = "bannerAdd";
void Awake () {
#if UNITY_IOS || UNITY_ANDROID
Advertisement.Initialize (store_id, false);
StartCoroutine (ShowBannerWhenReady ());
#endif
}
IEnumerator ShowBannerWhenReady () {
while (!Advertisement.IsReady (bannerPlacement)) {
yield return null;
}
Debug.Log ("showin!");
Advertisement.Banner.Show (bannerPlacement);
}
public void HideBanner (){
Advertisement.Banner.Hide ();
}
}
Answer by k234234w · Dec 04, 2018 at 12:49 AM
You have to go into your dashboard and actually create the placement for banner ads. Can you verify that you created the placement?
Answer by Bynar1M4n · Mar 21, 2019 at 03:37 PM
Same here. I followed the official unity docs and nothing happends in production.
this is not an answer! this should a comment on the question.
Answer by zackblack · Mar 28, 2019 at 04:17 PM
Reporting the same. In my Xcode console I get "Could not show banner due to No placements found in realtime V5 campaign json."
I also have to state my displeasure in how fractured and inconsistent the advertising SDK is now. It used to be that you installed Unity Ads from the asset store and included "UnityEngine.Advertising". Then came the Package Manager and it seemed like things were going the right direction and this would be the way moving forward with 1st party Unity SDKs. Wonderful! But here comes Unity Monetization and it's back in the asset store? Even weirder is that they added banner support but to the old Advertising namespace! So now you have to include "UnityEngine.Advertising" AND "UnityEngine.Monetization" namespaces and deal with conflicting classes. I even saw a Unity rep post to DISABLE Ads in the Services tab because that is for the old system. What the heck is going on?
this is not an answer! this should a comment on the question.
Answer by davidhritz · Apr 24, 2019 at 01:51 AM
Anybody make any progress on this?
this is not an answer! this should a comment on the question.
Answer by karajohnnies · Jun 13, 2019 at 09:32 PM
same here videos are working but the banners dont show up in a device.
this is not an answer! this should a comment on the question.
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