Admob Unity



Hi Huỳnh,

  1. Admob Unity Github
  2. Unity Google Play Services
  3. Admob Unity Sdk
  4. Admob Unity Ads Mediation

Here You Get 62 Game Development Courses Boiiiihttps://www.awesometuts.com/ultimate-game-dev-academy-dis?utmmedium=youtube&utmsource=tutorialvideo&utmcam. AdMob アプリ ID を設定する. Unity Editor で、メニューから Assets(アセット) Google Mobile Ads(Google モバイル広告) Settings(設定)を選択します。 Google AdMob セクションの Enabled(有効)チェックボックスをオンにして、AdMob を有効にします。そして、各フィールドに Android と iOS の AdMob. Admob Unity Plugin Admob Unity Plugin provides a way to integrate admob ads in Unity3D Game and u3d app. You can use it for Unity iOS and Android App with the same c# or js code. Admob Unity3d Plugin Readme Contents. Using OnAdClosed to preload the next rewarded ad. RewardedAd is an object for one-time use. This suggests that the object can’t be used to load another ad until a rewarded ad is seen. You would need to build a new RewardedAd object to request another RewardedAd ad. A good practise is to load another rewarded ad in the OnAdClosed ad case so that as soon as the previous one is rejected, the.

Thank you for updating us on your concern.

I checked this issue on my end, and was able to build an Xcode export of theHelloWorldtest project, usingversion 5.1.0of the AdMob Unity plugin and Unity 2019.3.0f6 (see attached screenshot). Kindly note that it is intentional that the error should appear in the Unity Editor simulator should you choose to run the project there; this is because Macs (where I assume the Unity Editor would be running from) do not have iOS-specific libraries built into them, nor can they call iOS-specific libraries by default.

With that said, could you try re-importing the AdMob SDK Unity plugin into your project? If the situation still exists despite this, then you may kindly provide the details below (via Reply privately to author) so that I can further investigate the issue:

  • Copy of a Unity sample project (replicating the issue)
  • Steps to replicate the issue

You may zip the entire Unity project (excluding theLibraryandTempfolders) in order to reduce its size, then send it to me via a shareable link from your Google Drive (or on any other file-sharing site that you prefer). Don't forget to send the shareable link viaReply privately to author.

Regards,

Ziv Yves Sanchez

Mobile Ads SDK Team


ref:_00D1U1174p._5004Q1zL9iQ:ref

Let's assume that you need to adjust the values of some parameters in your app after you publish your app on the Play store. Typically, you should republish a new version of your app, and the users should update the app on their phone as well.

In general, the app update will work if you want to commit a long-lasting change to your app. However, what if you're going to adjust the value of some parameters in your app frequently? Or, what if you want to run some experiments to find the optimal app configuration?

In these cases, app update would not work well. Because it requires some time until the update entirely propagated to the users. Also, it's quite challenging to run the experiments across several app versions.

Also, how you can determine whether the user journey of the app is working as intended? You may rely on user comments on the Play console. However, it might not be precise enough to make a clear decision.

  • How to create a funnel in the Google Analytics for Firebase
  • How to use the Firebase Remote Config
  • How to run the Firebase A/B testing

  • Unity 2018.4.4f1 or higher
  • Xcode 10 or higher (to build the target for the iOS)
  • A Google account
  • A test device with Android 5.0+ with a USB cable to connect your device, or an Android Emulator running AVD(Android Virtual Device) with a system image that supports Play Store/Google APIs
  • An iOS device or a simulator running iOS 8.0 or higher

How would you rate your level of experience with AdMob?

NoviceIntermediateProficient

How would you rate your level of experience with Firebase?

NoviceIntermediateProficient

admob-firebase-codelabs-unity-master.

...or clone the GitHub repository from the command line.

The repository contains four folders as follows:

  • 101-base — Starting code that you will build in this codelab.
  • 101-complete_and_102-base — Completed code for this codelab & starter for the 102 codelab.
  • 102-complete_and_103-base — Completed code for the 102 codelab & starter for the 103 codelab.
  • 103-complete — Completed code for the 103 codelab.

./gradlew :prepareThirdPartyFiles (gradlew.bat :prepareThirdPartyFiles on Windows) from the terminal to copy required files into the project.

in the welcome screen. Then select the 101-complete_and_102-base directory from the code you have downloaded.

You should now have the project open in Unity.

Important: Unity plugin files (Google Mobile Ads and Firebase) are NOT INCLUDED in the Codelabs source code repository. You should add it manually to the project by following the below steps. If you don't, the project WILL NOT COMPILE.

  • Download the Google Mobile Ads Unity Plugin 3.18.1 package. (Note that this Codelab may not compatible with the other version of the plugin)
  • In the Awesome Drawing Quiz Unity project. In the project, navigate to Assets > Import Package > Custom Package.
  • Import the GoogleMobileAds.unitypackage into the project that you have downloaded.
  • You need to set the AdMob app ID as well. In the Unity editor, select Assets > Google Mobile Ads > Settings from the menu.

    Enable AdMob by clicking Enabled checkbox under Google AdMob section. Then enter the AdMob app ID as follows:

    • Android: ca-app-pub-3940256099942544~3048611032
    • iOS: ca-app-pub-3940256099942544~2753522596

  • From the overview screen of the Awesome Drawing Quiz project, click the Settings icon.
  • Under the General tab, select each Android and iOS app to download the google-service.json (for Android) and the GoogleService-Info.plist (for iOS) file.
  • Move both configuration files into the Assets folder in the Unity project.
  • Download the Firebase Unity SDK 5.5.0 and unzip it somewhere convenient. (skip this step if you have already downloaded the SDK)
  • Open the Awesome Drawing Quiz Unity project, navigate to Assets > Import Package > Custom Package.
  • From the unzipped SDK, import the Firebase Analytics SDK (dotnet4/FirebaseAnalytics.unitypackage).
  • In the Import Unity package window, click Import.
  • Before moving on to the next step, open the project from the Firebase console that you have created in the ‘Setup Firebase Project' step of the AdMob+Firebase 101 Codelab.

    There might be a few app events that you've added to track the user activity inside of the app. By reading the report of each app event, you can get the details associated with the event like total counts, average counts per user, demographics, etc..

    However, what if you want to see the completion rate of a series of events, instead of focusing on a specific event? In the Google Analytics for Firebase, you can use the Funnel to visualize and optimize the completion rate of a series of app events.

    Important: Funnels in Firebase are open funnels, meaning that users do not have to complete a previous step (e.g., Step 1) in order to be included in the metrics for a subsequent step (e.g., Step 2).

  • Go to the Firebase console and select the Awesome Drawing Quiz project you created earlier.
  • Click the Funnels.
  • Click NEW FUNNEL.
  • Enter a name and description for the funnel.
  • Select the first two events you want to use as steps in the funnel.
  • Click ADD ANOTHER EVENT for each additional step, and select an event.
  • Click CREATE.
  • By following the above steps, create the following funnels:

    #1 Funnel name: Level success rate Events: level_start, level_success

    #2 Funnel name: Rewarded Ad completion rate Events: ad_reward_prompt, ad_reward_impression, ad_reward

    #3 Funnel name: Game completion rate Events: game_start, game_complete

    level_success event) after starting a level (triggered the level_start event). In here, you can see that 46.2% of the users have cleared the level.

    Once you click Event count, it will show the metrics based on number of events as follows:

    Based on the metrics on the above screenshot, there were 116 attempts (triggered the level_start event) and 57 clears (triggered the level_success event) during the period.

    Since the completion rate based on the events(49.1%) is slightly higher than the rate based on the user(46.2%), you can say that there are a few people who perform better than the others.

    Since you can get some insights on your app based on the app events and the funnel, you may want to optimize your app. It usually includes a fine-tuning of the parameter value in the app. To modify the value of those parameters, you'll need to update the app so the changes can be applied to the users.

    By using the Remote Config in Firebase, you can adjust those values without an app update, which means you can change the app behavior without having to disturb your users by forcing them to download the update.

    In this Codelab, you'll learn how to make the reward amount (number of letters to be disclosed after watching a Rewarded Video Ad) adjustable without an app update by using the Remote Config.

  • Download the Firebase Unity SDK 5.5.0 and unzip it somewhere convenient.
  • Open the Awesome Drawing Quiz Unity project, navigate to Assets > Import Package > Custom Package.
  • From the unzipped SDK, import the Remote Config SDK (dotnet4/FirebaseRemoteConfig.unitypackage).
  • In the Import Unity package window, click Import.
  • Scenes/Main.cs

    InitAndFetchRemoteConfig() method in the Main.cs to initialize the Remote Config instance as follows. Note that GameSettings.KEY_REWARD_AMOUNT holds the name of the parameter in the Remote Config. (You'll declare this field soon in this Codelab)

    Admob Unity Github

    You'll see that the FirebaseRemoteConfig instance is configured to fetch the latest values from the server in debug mode to help the development process. (IsDeveloperMode = true and FetchAsync(System.TimeSpan.Zero))

    For more information on the developer mode in the Remote Config, please refer to the article in the Firebase FAQ.

    ActivateRemoteConfigValues() method as follows.

    Unity Google Play Services

    Start() method in the Main.cs file as follows.

    Fetch the reward amount from the Remote Config

    Modify the GameSettings class to fetch the reward amount from the Remote Config.

    Create a Remote Config parameter from the console

    Next, you'll create a new Remote Config parameter for the reward amount so you can adjust its value on the fly.

    To create a new parameter, go to the Firebase console, then select the Awesome Drawing Quiz project that you have created earlier. Click Remote Config -> ADD YOUR FIRST PARAMETER button.

    Name the parameter as reward_amount and set its default value to 1. Then click the Add Parameter button.

    Click the Publish Changes button to make the change live to the users.

    The amount of the reward in the Awesome Drawing Quiz is now can be configured on the Firebase console without having to update the app code.

    In this section, you're going to change the reward amount from 1 to 2 to make the app to reveal two more characters as a hint after watching a Rewarded Ad.

    reward_amount from the list. Next, change the default value to 2 then click the Update button.

    Click the Publish changes button to make the change live to the users.

    two letters as a reward, as we configured in the Remote Config console.

    Before watching a Rewarded Ad

    Revealed two extra letters as a reward

    Services

    Now you can change the amount of the reward without having to publish an app update. However, how you can determine the amount that you've changed is good for the app?

    With the Firebase A/B Testing, you can run the experiments to optimize the overall user experience of the app without needing to update an app or building a separate tool to run and track the performance of each experiment.

  • Who: Who is subject to be in the experiment? (e.g., All users, Specific user audience, etc.)
  • In this Codelab, you're going to create an experiment to optimize the reward amount value to maximize the daily user engagement of the Awesome Drawing Quiz.

    as shown in the following screenshot.

    Configure the targeting options. In this Codelab, you're going to target 100% of the users of the Awesome Drawing Quiz.

    Since the main objective of the experiment is to find an optimal value that maximizes the daily user engagement, select the Daily user engagement as a primary metric to track.

    Caution: If you select an analytics event (e.g., level_success, level_fail, etc.) as a primary metric, it will measure the ‘Number of users who triggered the event', not the ‘Total number of events triggered'.

    For instance, you should not select the level_success event as a primary metric since everyone regardless of variant is likely to trigger the level_success event. It will cause the experiment unable to compare the performance across variants because the throughput (number of users who triggered level_success event) will be same or similar, as shown in the below screenshot.

    Lastly, setup control and variant group so you can figure out which group performs better. Select reward_amount from the control group, and leave its value unchanged. For the variant group, name it as ‘Less reward,' then change the value of the reward_amount to 1.

    Admob Unity Sdk

    With this configuration, people in the ‘Less reward' group will receive one letter as a reward, while the people in the Control group will receive two letters as a reward. As a result, you're going to see how the amount of reward impacts to the users.

    Once you click the Review button, you'll see an overview of the experiment as follows.

    ‘It's too early to declare a leader' message.

    Once the experiment has been running for a while, it will start to display the data collected during the experiment so far under Improvement overview section. You can compare the performance of each variant to see which one performs better. The following screenshot shows an example of the Improvement overview section.

    From the table below the Improvement overview section, you can check the details of the goal metrics of the experiment as well as additional metrics being tracked in the experiment. The following screenshot shows an example of the metrics details section.

    Admob Unity Ads Mediation

    After you confirm that the draft does not have any issue, click the Publish changes button to make the change live to all users.

    You have completed AdMob+Firebase 102 Unity Codelab. You can find the completed code for this Codelab on 102-complete_and_103-base folder.

    In the next part of the AdMob+Firebase Codelab, you'll learn how to use Firebase Predictions to change the app based on the predicted user behavior.

    Upcoming next: