hm, no it doesn’t help
build-log.txt (14.1 KB)
UPD: maybe it’s something on their side because I don’t get why it tries to use GMA if I use only unity ads itself
hm, no it doesn’t help
build-log.txt (14.1 KB)
UPD: maybe it’s something on their side because I don’t get why it tries to use GMA if I use only unity ads itself
Not sure but it seems like this fix helped:
I updated the extension with the latest Android SDK and it works fine now (without aaptExtraPackages)
@AGulev
I have been using 3.7.2 for a while, and was hoping to update to 4.x.
I see the breaking changes in the callback, and was hoping you could tell me something: when there are errors, such as EVENT_SDK_ERROR
, is message.placement_id
still available? Looking at the new Java code, I’m not sure.
Previously I was able to detect when a placement failed to load or was unavailable, and want to ensure I can still do that. In particular, this is handy for rewarded video ads, so I can update the GUI button to show an error state when necessary.
It totaly makes sense. I added placement_id
in the latest release https://github.com/AGulev/DefVideoAds/releases/tag/4.0.5
Thank you for the quick update! I’ll hopefully be able to test the new version later today.
Gave this a spin now and it spits back this when bundling for Android:
/defunityads/src/java/com/agulev/defunityads/DefUnityAdsJNI.java
Line 392: local variable placementId is accessed from within inner class; needs to be declared final
sendSimpleMessage(MSG_BANNER, EVENT_SDK_ERROR, "code", code,"error", errorInfo.errorMessage, "placement_id", placementId);
^
Bundled fine for iOS though.
hm, sorry for that. This is strange I can build it without any issues (as well as CI). ppbly you use older Defold version or something like that.
Pls check the latest version
Very probably - I’m still on 1.2.184. Thanks for looking at this so quickly, superstar!
Going to try bundling again, will report back. Update: Built like a dream.
The latest version works great for me so far. Releasing to production, so hopefully no hidden issues.
I am 98% confident that I updated my callback function properly
Unity SDK update to version 4.0.0
Attention deprecated API methods removed
is_ready()
- method deprecated in 3.4.0 and removed now;get_placement_state()
- method deprecated in 3.4.0 and removed now;enable_per_placement_load
for initialize()
- now it’s always true by default.i think it’s something on their side because I don’t get why it tries to use GMA if I use only unity ads itself
you are looking for more info about what? I don’t get what the question is.
On Android, in landscape orientation, ads immediately rotate to portrait and then back to landscape. Do you know why this happens?
Video attached - it’s very short so you may have to watch it a few times.
I don’t know, to be honest.
Is it the same when you watch real ads (not test ads)?
Yes the same.
The next step is to check their test app to make sure it works fine before any investigations in the NE itself.
Do you mean Ad Testing for Unity Ads ?
That app is portrait and doesn’t seem to respond to device orientation
I modified the sample app within https://github.com/Unity-Technologies/unity-ads-android to be landscape, and it shows the same behaviour, so I guess this isn’t an issue.
Would be reassured if I could find another landscape game that implements Unity Ads, so I could see this ‘in the wild’.