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Banner Ad Without Button

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I found the following 2 samples for ads (yes I turned on Test Mode), but for some reason I cannot implement the first without the use of buttons (I just want a banner to automatically be at the bottom of the page) and the other has no buttons, but does not work at all. using UnityEngine; using UnityEngine.UI; using UnityEngine.Advertisements; public class BannerAdExample : MonoBehaviour { // For the purpose of this example, these buttons are for functionality testing: [SerializeField] Button _loadBannerButton; [SerializeField] Button _showBannerButton; [SerializeField] Button _hideBannerButton; [SerializeField] BannerPosition _bannerPosition = BannerPosition.BOTTOM_CENTER; [SerializeField] string _androidAdUnitId = "Banner_Android"; [SerializeField] string _iOsAdUnitId = "Banner_iOS"; string _adUnitId; void Awake() { // Set banner to load automatically on awake //LoadBanner(); } void Start() { // Disable the button until an ad is ready to show: _showBannerButton.interactable = false; _hideBannerButton.interactable = false; // Set the banner position: Advertisement.Banner.SetPosition(_bannerPosition); // Configure the Load Banner button to call the LoadBanner() method when clicked: _loadBannerButton.onClick.AddListener(LoadBanner); _loadBannerButton.interactable = true; // Set banner to display //ShowBannerAd(); } // Implement a method to call when the Load Banner button is clicked: public void LoadBanner() { // Set up options to notify the SDK of load events: BannerLoadOptions options = new BannerLoadOptions { loadCallback = OnBannerLoaded, errorCallback = OnBannerError }; // Load the Ad Unit with banner content: Advertisement.Banner.Load(_adUnitId, options); } // Implement code to execute when the loadCallback event triggers: void OnBannerLoaded() { Debug.Log("Banner loaded"); // Configure the Show Banner button to call the ShowBannerAd() method when clicked: _showBannerButton.onClick.AddListener(ShowBannerAd); // Configure the Hide Banner button to call the HideBannerAd() method when clicked: _hideBannerButton.onClick.AddListener(HideBannerAd); // Enable both buttons: _showBannerButton.interactable = true; _hideBannerButton.interactable = true; } // Implement code to execute when the load errorCallback event triggers: void OnBannerError(string message) { Debug.Log($"Banner Error: {message}"); // Optionally execute additional code, such as attempting to load another ad. } // Implement a method to call when the Show Banner button is clicked: void ShowBannerAd() { // Set up options to notify the SDK of show events: BannerOptions options = new BannerOptions { clickCallback = OnBannerClicked, hideCallback = OnBannerHidden, showCallback = OnBannerShown }; // Show the loaded Banner Ad Unit: Advertisement.Banner.Show(_adUnitId, options); } // Implement a method to call when the Hide Banner button is clicked: void HideBannerAd() { // Hide the banner: Advertisement.Banner.Hide(); } void OnBannerClicked() { } void OnBannerShown() { } void OnBannerHidden() { } void OnDestroy() { // Clean up the listeners: _loadBannerButton.onClick.RemoveAllListeners(); _showBannerButton.onClick.RemoveAllListeners(); _hideBannerButton.onClick.RemoveAllListeners(); } } //second example using System.Collections; using UnityEngine; using UnityEngine.Advertisements; public class Buttonless : MonoBehaviour { public string gameId = "1234567"; public string placementId = "bannerPlacement"; public bool testMode = true; void Start() { // Initialize the SDK if you haven't already done so: Advertisement.Initialize(gameId, testMode); StartCoroutine(ShowBannerWhenReady()); } IEnumerator ShowBannerWhenReady() { while (!Advertisement.IsReady(placementId)) { yield return new WaitForSeconds(0.5f); } Advertisement.Banner.Show(placementId); } } In the first example I just put the load function in start and then added the show function and despite calling both it did not allow me to produce an ad, though with a button it does work. Can you please explain how to make a banner ad without a button?

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