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UnityAds.initialize() FPS drops on iOS

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Simple: It seems like the calling initialize() loads/saves precached ads on the main thread - at least that's what it looks like, because the game basically becomes unplayable for a couple of seconds due to significant FPS drops. Putting UnityAds.initialize() on a background queue does not solve the problem. I would really love to have UnityAds in my game, but making the player wait for the ad to load is not an option in 2016. Is there any way you guys can fix the SDK to get rid of this? Thanks!

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