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Unity ads sometimes not ready for players

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Hi there, so I've a couple of thousand daily players on my app and some repeatedly report to me, that after a while of playing, they don't get ads anymore. I've rewarded-videos set up and it definitely works for many people - otherwise there wouldn't have been so many impressions in the unityads dashboard, but it seems to just stop working for players at random points. So I have a cooldown timer set to x seconds and when that runs to 0, I'm checking Advertisement.IsReady() and if "yes", then I offer the player to watch an ad. However this "IsReady" starts to return false at seemingly random points. Some players say that it feels like they could only watch y ads and then there are no more offers; others report that they didn't get a single offer in multiple days. Do I have something set up the wrong way, or does Unity just not deliver enough ads? In the ads-dashboard I've got a rewarded-unskippable-video as default and a rewarded-skippable-video as enabled for a "second choice" (if it even works like that). Also no content-filters there. If I try to show an ad, even if Advertisement.IsReady is false, then it'll just result in ShowResult.Failed. I know that Unity builds this ad-cache on the devices. Shouldn't it be possible to just take an ad from there and play it, or does that not work because Unity has some restrictions on when the user can watch ads? I've read somewhere that e.g. you can't watch more than 25 ads per day and you can't watch the same ad twice within in hour - but at least the latter one is definitely wrong, because I've seen the same ad twice in the same hour myself. Help would be very much appreciated.

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