【unity3d开发】unity接入unity Ads详细流程

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unity官方提供的广告插件unity Ads总体来说还是很方便的,目前只支持安卓和iOS的广告,而且官方已经处理好了unity和安卓或者iOS的调用所以根本不需要再为平台编写中间件进行交互,这点还是很棒的。


看看unity官方宣传,拿《天天过马路》45天赚了1百万美元的广告费进行宣传,想想还真是有点小鸡冻!扯远了~~


下面看看官方的接入教程:

接入有两种办法

方法一:5.1以上的版本之间可以在Unity编辑器内Window > Services > Ads进行开启

1、在Window > Services > Ads进行开启



2、将开关打开,勾选下面的平台等信息即可(Enable test mode:勾选之后未上线之前,unity发布选项勾选development即可显示测试广告)



3、切换到Code Samples可以看到示例代码,在合适的地方如代码那样调用即可显示广告



方法二:5.1及以下的版本可以在Asset Store下载到插件:下载地址

1、下载完毕后将.unity文件导入到项目中

2、在http://dashboard.unityads.unity3d.com/ 创建项目,获得安卓和iOS的unity ads的id(储存起来,回头要用)

3、初始化广告

if (Advertisement.isSupported) { // If runtime platform is supported...    Advertisement.Initialize(gameId, enableTestMode); // ...initialize.}
4、在需要显示广告的地方调用显示广告

Advertisement.Show();

●共享一个unity ads帮助类,从unity ads demo提取出来的,特别好用

/// <summary>/// UnityAdsHelper.cs - Written for Unity Ads Asset Store v1.1.4///  by Nikkolai Davenport <nikkolai@unity3d.com> /// </summary>using System;using UnityEngine;using System.Collections;#if UNITY_IOS || UNITY_ANDROIDusing UnityEngine.Advertisements;#endifpublic class UnityAdsHelper : MonoBehaviour {public string iosGameID = "24300";public string androidGameID = "24299";public bool enableTestMode = true;public bool showInfoLogs;public bool showDebugLogs;public bool showWarningLogs = true;public bool showErrorLogs = true;private static Action _handleFinished;private static Action _handleSkipped;private static Action _handleFailed;private static Action _onContinue;#if UNITY_IOS || UNITY_ANDROID//--- Unity Ads Setup and Initializationvoid Start (){Debug.Log("Running precheck for Unity Ads initialization...");string gameID = null;#if UNITY_IOSgameID = iosGameID;#elif UNITY_ANDROIDgameID = androidGameID;#endifif (!Advertisement.isSupported){Debug.LogWarning("Unity Ads is not supported on the current runtime platform.");}else if (Advertisement.isInitialized){Debug.LogWarning("Unity Ads is already initialized.");}else if (string.IsNullOrEmpty(gameID)){Debug.LogError("The game ID value is not set. A valid game ID is required to initialize Unity Ads.");}else{Advertisement.debugLevel = Advertisement.DebugLevel.NONE;if (showInfoLogs) Advertisement.debugLevel    |= Advertisement.DebugLevel.INFO;if (showDebugLogs) Advertisement.debugLevel   |= Advertisement.DebugLevel.DEBUG;if (showWarningLogs) Advertisement.debugLevel |= Advertisement.DebugLevel.WARNING;if (showErrorLogs) Advertisement.debugLevel   |= Advertisement.DebugLevel.ERROR;if (enableTestMode && !Debug.isDebugBuild){Debug.LogWarning("Development Build must be enabled in Build Settings to enable test mode for Unity Ads.");}bool isTestModeEnabled = Debug.isDebugBuild && enableTestMode;Debug.Log(string.Format("Precheck done. Initializing Unity Ads for game ID {0} with test mode {1}...",                        gameID, isTestModeEnabled ? "enabled" : "disabled"));Advertisement.Initialize(gameID,isTestModeEnabled);StartCoroutine(LogWhenUnityAdsIsInitialized());}}private IEnumerator LogWhenUnityAdsIsInitialized (){float initStartTime = Time.time;do yield return new WaitForSeconds(0.1f);while (!Advertisement.isInitialized);Debug.Log(string.Format("Unity Ads was initialized in {0:F1} seconds.",Time.time - initStartTime));yield break;}//--- Static Helper Methodspublic static bool isShowing { get { return Advertisement.isShowing; }}public static bool isSupported { get { return Advertisement.isSupported; }}public static bool isInitialized { get { return Advertisement.isInitialized; }}public static bool IsReady () { return IsReady(null); }public static bool IsReady (string zoneID) {if (string.IsNullOrEmpty(zoneID)) zoneID = null;return Advertisement.isReady(zoneID);}public static void ShowAd () {ShowAd(null,null,null,null,null);}public static void ShowAd (string zoneID) {ShowAd(zoneID,null,null,null,null);}public static void ShowAd (string zoneID, Action handleFinished) {ShowAd(zoneID,handleFinished,null,null,null);}public static void ShowAd (string zoneID, Action handleFinished, Action handleSkipped) {ShowAd(zoneID,handleFinished,handleSkipped,null,null);}public static void ShowAd (string zoneID, Action handleFinished, Action handleSkipped, Action handleFailed) {ShowAd(zoneID,handleFinished,handleSkipped,handleFailed,null);}public static void ShowAd (string zoneID, Action handleFinished, Action handleSkipped, Action handleFailed, Action onContinue){if (string.IsNullOrEmpty(zoneID)) zoneID = null;_handleFinished = handleFinished;_handleSkipped = handleSkipped;_handleFailed = handleFailed;_onContinue = onContinue;if (Advertisement.isReady(zoneID)){Debug.Log("Showing ad now...");ShowOptions options = new ShowOptions();options.resultCallback = HandleShowResult;options.pause = true;Advertisement.Show(zoneID,options);}else {Debug.LogWarning(string.Format("Unable to show ad. The ad placement zone {0} is not ready.",                               object.ReferenceEquals(zoneID,null) ? "default" : zoneID));}}private static void HandleShowResult (ShowResult result){switch (result){case ShowResult.Finished:Debug.Log("The ad was successfully shown.");if (!object.ReferenceEquals(_handleFinished,null)) _handleFinished();break;case ShowResult.Skipped:Debug.LogWarning("The ad was skipped before reaching the end.");if (!object.ReferenceEquals(_handleSkipped,null)) _handleSkipped();break;case ShowResult.Failed:Debug.LogError("The ad failed to be shown.");if (!object.ReferenceEquals(_handleFailed,null)) _handleFailed();break;}if (!object.ReferenceEquals(_onContinue,null)) _onContinue();}#elsevoid Start (){Debug.LogWarning("Unity Ads is not supported under the current build platform.");}public static bool isShowing { get { return false; }}public static bool isSupported { get { return false; }}public static bool isInitialized { get { return false; }}public static bool IsReady () { return false; }public static bool IsReady (string zoneID) { return false; }public static void ShowAd () {Debug.LogError("Failed to show ad. Unity Ads is not supported under the current build platform.");}public static void ShowAd (string zoneID) { ShowAd(); }public static void ShowAd (string zoneID, Action handleFinished) { ShowAd(); }public static void ShowAd (string zoneID, Action handleFinished, Action handleSkipped) { ShowAd(); }public static void ShowAd (string zoneID, Action handleFinished, Action handleSkipped, Action handleFailed) { ShowAd(); }public static void ShowAd (string zoneID, Action handleFinished, Action handleSkipped, Action handleFailed, Action onContinue) { ShowAd(); }#endif}

UnityHelper使用方法:

1、在项目中创建一个GameObject,将上面的代码UnityHelper.cs拖到该对象内,修改安卓和iOS的gameid即可自动初始化



2、在调用显示广告的地方调用接口即可显示,还有显示成功等回调,方便看广告完毕后加生命加金币之类的

public void ShowAd (){if (!UnityAdsHelper.isSupported)return;if (!UnityAdsHelper.isInitialized)return;if (UnityAdsHelper.isShowing)return;UnityAdsHelper.ShowAd (null, ShowAdFinish);}public void ShowAdFinish(){    //增加道具}


安卓打包问题:

如果有多个sdk,发现是不用合并AndroidManifest.xml文件的,我以为要合并所以合并之后打包正常但是显示广告就闪退了,不知道什么原理,不知道为什么一个项目可以有两个AndroidManifest.xml文件,是unity会自动合并么??有朋友知道的话可以告诉我下。


iOS打包问题:

什么都不用改动,直接打包就行了


碰到的问题:

●安卓打包成功,但是调用显示广告接口闪退?


解决办法:Assets\Plugins\Android\unityads直接放在Assets\Plugins\Android下,什么都不用动,也不用合并AndroidManifest.xml就好了


参考资料:

http://unityads.unity3d.com/help/help/resources

http://unityads.unity3d.com/help/monetization/integration-guide-unity

http://docs.unity3d.com/Manual/UnityAdsHowTo.html




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