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Ad Manager that deals with Unity Ads between gameplays
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Advertisements;
namespace Ngu
{
public class AdManager : MonoBehaviour
{
public bool isAdRunning = true;
public void PlayAdvertising()
{
var options = new ShowOptions { resultCallback = HandleShowResult }; // TODO: (?)
if (Advertisement.IsReady("video")) //placement ID parameter, can be others from https://operate.dashboard.unity3d.com/ Overview > Monetization > Placements, pe: rewardedvideos cannot be skipped.
{
Advertisement.Show("video", options);
Time.timeScale = 0; // Pauses game while the add is running
}
}
private void HandleShowResult(ShowResult result)
{
switch (result)
{
// TODO: Seems that in TEST MODE, if I click on "close", the ad result is shown. Test this on real to see if is the same case.
case ShowResult.Finished:
Debug.Log("The ad was successfully shown.");
// YOUR CODE TO REWARD THE GAMER
break;
case ShowResult.Skipped:
Debug.Log("The ad was skipped before reaching the end.");
break;
case ShowResult.Failed:
Debug.LogError("The ad failed to be shown.");
break;
}
Time.timeScale = 1; // Restarts game
isAdRunning = false; // Game returns to normal after we have an ad result
}
}
}
/* Calling the script: This part is added within the GameManager, or when it should be called specifically */
AdManager adManagerScript;
adManagerScript = GetComponent<AdManager>();
adManagerScript.PlayAdvertising();
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