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Question by CryptoGrounds · Mar 17 at 04:30 PM · adsadmobheightbanner

Unity's Google Admob Banner GetHeightInPixels() is inaccurate

Hey, I am trying to implement a simple smart or adaptive banner in my game, this is my first time!

My current set up is to create a space at the bottom, depending on how tall the banner ad is. I am using their BannerView.GetHeightInPixels() to determine that. However, it is very inaccurate.

On some devices/resolutions like on BlueStacks, it would appear as normal:alt text

On other devices (seems like ones with higher DPI like the Google Pixel 6), the banner is half the height it gives me (shown in the white dotted region if an ad loaded):alt text

It's a bit hard to test these out since I don't own a physical android device on my own, but these are reports I have received from testers/friends.

Here are my Canvas Settings: https://imgur.com/a/1K69L3K

Here are the Canvas Settings for the Banner Ads (I am not sure how to adjust, if possible): https://imgur.com/a/O6zTKHS

Any advice on this? Is there something I need to do with my Canvas settings?

adbad.png (7.0 kB)
adgood.png (28.4 kB)
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