Reputation:
I have been trying since 2 days to figure out why on earth is admob just showing the TestAds! When i use testId it show test ads. When i use my admob banner id it becomes blank(no ads shown) Below ive attached my admob banner code.
using UnityEngine;
using System.Collections;
using GoogleMobileAds.Api;
public class AdmobScript : MonoBehaviour
{
public string BannerId;
// Use this for initialization
void Start()
{
//Request Ads
RequestBanner();
}
private void RequestBanner()
{
#if UNITY_EDITOR
string adUnitId = "unused";
#elif UNITY_ANDROID
string adUnitId = "ca-app-pub-xxxxxxxxxxxxxxxxxxx";
#elif UNITY_IPHONE
string adUnitId = "INSERT_IOS_BANNER_AD_UNIT_ID_HERE";
#else
string adUnitId = "unexpected_platform";
#endif
// Create a 320x50 banner at the bottom of the screen.
BannerView bannerView = new BannerView(adUnitId, AdSize.Banner, AdPosition.Bottom);
// Create an empty ad request.
AdRequest request = new AdRequest.Builder().Build();
// Load the banner with the request.
bannerView.LoadAd(request);
}
}
I tried to research on why it aint working but unfortunately there are very less unity related admob solutions available on the internet.
Google Mobile Ads Plugin v3.13.1
Unity 2017.4.0f1
Please help me out! Thanks!
Upvotes: 2
Views: 3515
Reputation: 1
I was running into a similar problem, and it turns out that AdMob won't serve ads unless you have payment information set up. So make sure that is set up.
Also, when switching from using the test ads to actual ads, you need to make sure to change your app ID as well as your unit ID. It looks like you may only be changing your unit ID.
Somewhere else in your project you should have something like this:
using System.Collections;
using UnityEngine;
using GoogleMobileAds.Api;
public class AdInitializer : MonoBehaviour {
public void Start()
{
#if UNITY_ANDROID
string appId = "ca-app-pub-XXXXXXXXXXXXXXXX~XXXXXXXXXX";
#elif UNITY_IPHONE
string appId = "ca-app-pub-XXXXXXXXXXXXXXXX~XXXXXXXXXX";
#else
string appId = "unexpected_platform";
#endif
// Initialize the Google Mobile Ads SDK.
MobileAds.Initialize(appId);
Debug.Log ("Initializing ads for app ID " + appId);
}
}
Make sure this is using your app IDs and not the test app IDs.
Upvotes: 0
Reputation: 511
using UnityEngine;
using System.Collections;
using GoogleMobileAds.Api;
public class AdmobScript : MonoBehaviour
{
private string BannerId;
// Use this for initialization
void Awake()
{
//Request Ads
RequestBanner();
}
private void RequestBanner()
{
#if UNITY_EDITOR
string adUnitId = "unused";
#elif UNITY_ANDROID
string adUnitId = "You UNIT-ID HERE";
#elif UNITY_IPHONE
string adUnitId = "INSERT_IOS_BANNER_AD_UNIT_ID_HERE";
#else
string adUnitId = "unexpected_platform";
#endif
// Create a 320x50 banner at the bottom of the screen.
BannerView bannerView = new BannerView(adUnitId, AdSize.Banner, AdPosition.Bottom);
// Create an empty ad request.
AdRequest request = new AdRequest.Builder().Build();
// Load the banner with the request.
bannerView.LoadAd(request);
}
}
Make sure you UNIT-ID is correct. Do not put your APP-ID instead of UNIT-ID.
Upvotes: 1