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Android

The test was done in Unity version is 2021.3.18 but it should be working with Unity version 2020.

  1. Create an empty project

  2. Download and Import Unity package SA 8.5.3 (higher versions should work the same way )image.png

  3. Depending on the Unity version delete  unity-classes.jar  file from the  Plugins/Android  folder if it causes duplicated method issues. In Unity 2021.3.18 it needs to be deleted.
    image.png

  4. Create a script that will handle the initialization and launching of the SA ads that contain the following code.  The script is a tweaked version of the one from the Interstitials tutorial

    In line 6 add your Placement ID
    using tv.superawesome.sdk.publisher;
    using UnityEngine;
    
    public class MainScript : MonoBehaviour
    {
        private const int PlacementId = 30473;
    
        private void Awake()
        {
            AwesomeAds.init(true);
        }
    
        private void Start()
        {
            // set configuration production
            SAInterstitialAd.setConfigurationProduction();
    
            // to display test ads
            SAInterstitialAd.enableTestMode();
    
            // lock orientation to portrait or landscape
            SAInterstitialAd.setOrientationPortrait();
    
            // enable or disable the android back button
            SAInterstitialAd.enableBackButton();
    
            //set callbacks so we play an ad only after it's loaded
            SetCallbacks();
        }
    
        public void PlayInterstitial()
        {
            // start loading ad data for a placement
            SAInterstitialAd.load(PlacementId);
    
            Debug.Log("Try to play ad...");
        }
    
        private void SetCallbacks()
        {
            SAInterstitialAd.setCallback(SAInterstialAd_OnCallback);
        }
    
        private void SAInterstialAd_OnCallback(int placementId, SAEvent eventType)
        {
            Debug.Log($"Handling Interstitial callback for id {placementId}...");
    
            switch (eventType)
            {
                case SAEvent.adLoaded:
                    // called when an ad has finished loading
                    Debug.Log("Ad loaded callback...");
                    SAInterstitialAd.play(PlacementId);
                    break;
    
                case SAEvent.adEmpty:
                    // called when the request was successful but the server returned no ad
                    Debug.LogWarning("Ad empty callback...");
                    break;
    
                case SAEvent.adFailedToLoad:
                    // called when an ad could not be loaded
                    Debug.LogWarning("Ad failed to load callback...");
                    break;
    
                case SAEvent.adShown:
                    // called when an ad is first shown
                    Debug.Log("Ad shown callback...");
                    break;
    
                case SAEvent.adFailedToShow:
                    // called when an ad fails to show
                    Debug.LogWarning("Ad failed to show callback...");
                    break;
    
                case SAEvent.adClicked:
                    // called when an ad is clicked
                    Debug.Log("Ad clicked callback...");
                    break;
    
                case SAEvent.adEnded:
                    // called when a video ad has ended playing (but hasn't yet closed)
                    Debug.Log("Ad ended callback...");
                    break;
    
                case SAEvent.adClosed:
                    // called when a fullscreen ad is closed
                    Debug.Log("Ad closed callback...");
                    break;
            }
        }
    }
    
  5. Call the  PlayInterstitial()  method from the above script via a button from the scene.

    The following sections are automated in our main projects

  6. In Build Settings activate the  Export Project  checkbox and click  Export.image.png

  7. Open the exported project in Android Studio (if asked use Android SDK )

  8. Open the Gradle file of the project ( here the project was in the Build folder )
    image.png

  9. Add  mavenCentral()  into the  repositories  on lines 4 and 20 
  10. Add  classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:1.6.20"  to line 15 
    allprojects {
        buildscript {
            repositories {
                mavenCentral()
                google()
                jcenter()
            }
    
            dependencies {
                // If you are changing the Android Gradle Plugin version, make sure it is compatible with the Gradle version preinstalled with Unity
                // See which Gradle version is preinstalled with Unity here https://docs.unity3d.com/Manual/android-gradle-overview.html
                // See official Gradle and Android Gradle Plugin compatibility table here https://developer.android.com/studio/releases/gradle-plugin#updating-gradle
                // To specify a custom Gradle version in Unity, go do "Preferences > External Tools", uncheck "Gradle Installed with Unity (recommended)" and specify a path to a custom Gradle version
                classpath 'com.android.tools.build:gradle:4.0.1'
                classpath 'org.jetbrains.kotlin:kotlin-gradle-plugin:1.6.20'
            }
        }
    
        repositories {
            mavenCentral()
            google()
            jcenter()
            flatDir {
                dirs "${project(':unityLibrary').projectDir}/libs"
            }
        }
    }
    
    task clean(type: Delete) {
        delete rootProject.buildDir
    }
  11. Open the  build.gradle(Module :launcher)  file
    image.png

  12. Add the missing directive at the top of the script ( line2 )
    apply plugin: 'kotlin-android'

  13. Click the  Sync Project with Gradle Files  button and wait for Android Studio to download/import all the required packages.

    image.png

  14. Go back to Unity, click Export again then Build or Build & Run and ads should be working when clicking the button.