playMaker

Author Topic: Unity Ads Actions In Unity 5.1.4  (Read 4684 times)

christougher

  • Playmaker Newbie
  • *
  • Posts: 36
Unity Ads Actions In Unity 5.1.4
« on: July 07, 2016, 01:00:27 AM »
Hi, I can't get Unity Ads Playmaker actions to work on 5.1.4. 

I know I have to use the Initialize action as I'm pre-5.2.  I have it set up with my corresponding IOS and Android Game IDs.  I have Enable test mode checked.  This is placed on an fsm that runs as soon as play mode is enabled.  But I can't get Unity Ads Show Ad or the Unity Ads Is Ready actions to work.  With the Unity Ads Is Ready action it does not even throw an "is ready" or "is not ready event" even when checking every frame.

I can get the Unity ads test screen to show up without using playmaker by instead using a regular c# script so I know Unity Ads itself is working...

help?

christougher

  • Playmaker Newbie
  • *
  • Posts: 36
Re: Unity Ads Actions In Unity 5.1.4
« Reply #1 on: July 07, 2016, 09:14:33 AM »
So I commented out the #if UNITY_ADS lines and got it to work... any UNITY_ADS in pre 5.2?

jeanfabre

  • Administrator
  • Hero Member
  • *****
  • Posts: 15594
  • Official Playmaker Support
Re: Unity Ads Actions In Unity 5.1.4
« Reply #2 on: August 31, 2016, 04:14:26 AM »
Hi,

 Unity ads is dealt differently in older versions of Unity 5, it was distributed as a package. We don't support this old way, so If you have a script that works, I would simply hook playmaker to work with that script, sending a message to it and reading public variables for feedback and what not.

 Does that make sense?

Also, what staying with an old version of Unity, it's likely going to backfire very fast if you plan on publishing to the app store or google store.


Bye,

 Jean