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Trouble implementing UnityAds alongside SFML

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I am currently trying to implement UnityAds to work alongside another Framework I am using for my game. The Framework is open-source and has a license that allows for modifications. These are some snippets from the code, where I have attempted to integrate UnityAds. I followed the tutorial for iOS intergration and the debug console appears to be outputting information indicating that an ad should appear; however, nothing appears. Here are the previously mentioned snippets, they are titled accordingly: didFinishLaunchingWithOptions initialization: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { //SFML Code.... [[UnityAds sharedInstance] setTestMode:YES]; [[UnityAds sharedInstance] setDebugMode:YES]; [[UnityAds sharedInstance] startWithGameId:@"********"]; //This code is meant to set the unity delegate, however, I'm not sure it is working correctly. I get no errors. NSObject *delegate = [SFAppDelegate getInstance]; [[UnityAds sharedInstance] setDelegate:delegate]; // More SFML Stuff... return true; } ViewDidAppear code, I could not set the viewController during initialization, so it is done here: - (void) viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; [[UnityAds sharedInstance] setViewController:self]; } As previously stated, the log outputs information describing a successful attempt to display an add; however nothing appears on screen. I get no errors, simply nothing appears. I can dump the output if requested. The follow code is a method I wrote inside SFML's window implementation, it simply displays the ad. This should be irrelevant, but here it is in the case someone asks where I show an add: bool WindowImplUIKit::displayAd() { [[UnityAds sharedInstance] setZone:@"rewardedVideoZone"]; if ([[UnityAds sharedInstance] canShow]&& [[UnityAds sharedInstance] canShowAds]) [[UnityAds sharedInstance] show]; if (adHandler.didFinishAd == true) { adHandler.didFinishAd = false; return true; } else return false; } Finally, I have only implemented the one method required by UnityAds: - (void)unityAdsVideoCompleted:(NSString *)rewardItemKey skipped:(BOOL)skipped { NSLog(@"unityAdsVideoCompleted:rewardItemKey:skipped: -- key: %@", rewardItemKey); sfWindow->setAdFinished(true); } Where `setAdFinished(true);` changes `adHandler.didFinishAd`

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