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Admob Memory Issues

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In my game, I added in ads using AdMob. I have a banner and interstitial ad. Everything works fine on android, but when I use IOS, the entire game will start lagging and it will crash. I get the error in Xcode: terminated because of memory issue.`using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using GoogleMobileAds.Api; public class DestroyPlayer : MonoBehaviour { float deathCooldown = 5; public bool dead; public int value = 1; public int yay = 3; public AudioSource saw; bool playSawSound = true; public int index; public GameObject deathMenu; public int adShow; public InterstitialAd interstitial; void Start () { saw = GetComponent (); index = Random.Range (1, 5); adShow = Random.Range (1, 3); RequestInterstitial (); } void OnCollisionEnter (Collision col) { if (col.gameObject.tag == "cup") { ScorePoints.score += value; Destroy (this.gameObject); } if (col.gameObject.tag == "Death") { dead = true; RequestInterstitial (); } else { dead = false; } } void Update() { if (dead == true) { if (playSawSound) { saw.Play (); playSawSound = false; } deathCooldown -= yay * Time.deltaTime; GameObject.Find ("Cups").GetComponent ().cupVelocity = 0f; if (deathCooldown <= 0) { } if (adShow == 1) { if (interstitial.IsLoaded ()) { interstitial.Show (); interstitial.Destroy (); } } GameObject.Find ("Canvas1").GetComponent ().enabled = true; } } public void RequestInterstitial() { #if UNITY_EDITOR string adUnitId = "unused"; #elif UNITY_ANDROID string adUnitId = "xxxxxxxxxxxxxxxxxxxxxxxxxx"; #elif UNITY_IPHONE string adUnitId = "xxxxxxxxxxxxxxxxxxxxxxxxxx"; #else string adUnitId = "unexpected_platform"; #endif // Initialize an InterstitialAd. interstitial = new InterstitialAd(adUnitId); // Create an empty ad request. AdRequest request = new AdRequest.Builder() .Build(); // Load the interstitial with the request. interstitial.LoadAd(request); } /*void restart () { //if (dead == true) { //GameObject.Find ("Canvas1").GetComponent ().enabled = true; //} //}*/ } That had my interstitial ad stuff in it. Now here is my banner ad code: `using System.Collections; using System.Collections.Generic; using UnityEngine; using GoogleMobileAds.Api; public class AdManager : MonoBehaviour { void Start () { RequestBanner (); } void RequestBanner() { #if UNITY_EDITOR string adUnitId = "unused"; #elif UNITY_ANDROID string adUnitId = "xxxxxxxxxxxxxxxxxxx"; #elif UNITY_IPHONE string adUnitId = "xxxxxxxxxxxxxxxxxxx"; #else string adUnitId = "unexpected_platform"; #endif // Create a 320x50 banner at the top of the screen. BannerView bannerView = new BannerView(adUnitId, AdSize.Banner, AdPosition.Bottom); // Create an empty ad request. AdRequest request = new AdRequest.Builder() //.AddTestDevice(AdRequest.TestDeviceSimulator) // Simulator. //.AddTestDevice(SystemInfo.deviceUniqueIdentifier) // My test device. .Build(); // Load the banner with the request. bannerView.LoadAd(request); } }

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