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Question by Juli15 · May 23, 2019 at 08:32 PM · admobpanelactiveactivationmenu-item

Rewarded Video disables menu panels

Good day everyone, I've been trying to get a solution for this but I've been just losing the time, I hope somebody can solve it.. This is the situation:

I have one RewarProposal where the user can choose between Reset the game or Play a Rewarded Video.

I have a Reward Panel for when the user have seen the video ans he/she can touch the panel so the game can continue on the same point as before.

The thing is that this panels are working perfectly, I even have two buttons two enable/disable them and everything works fine. The problem is when the user sees the Rewarded Ad, I have a function in the HandleRewardBasedVideoRewarded method where I change the timeScale to 0.2 so I see the player is reaching this function (yes, the time is changing, so we reach the point).

But on the same function I call the panel which is being shown (the RewardProposal where the user has choosen to see the vide) and try to put setActive(false) and nothing happens. Same with the RewardPanel as I want to get the reward and follow the game, but I try to use setActive(false) and nothing happens.

The worse thing is that If I watch the video and I continue playing the game without showing the panels, when I hit an enemy the function which calls the panels is working fine again and the panel is shown. So, it's like the panels just don't work by the time around the reward, I don't know what more could I do.. I give you the code examples:

     public void HandleRewardBasedVideoRewarded(object sender, Reward args)
     {
        //100% proved that we reach this point and we enter the next function
         gameController.RecieveReward();
     }

(It's proved that the ADS script can reach the gameController, that's not the problem)

     public void RecieveReward()
     {
         DestroyAllObjectsByTag("Enemy");
         RewardProposal.SetActive(!RewardProposal.activeSelf);
         RewardPanel.SetActive(!RewardPanel.activeSelf);
         //TimeScale to 1 again
         ContinueGame();
         
     }

And that's it, I don't know what more could I do, I'm really frustrated...

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