iOS
- Create empty Unity project (used version is 2021.3.18)
- Download Unity package SA 8.5.3 (higher versions will probably work)
- Download SuperAwesomeiOS.zip (will be required later)
- Import package in Unity
- Copy paste MainScript.cs (script is a tweaked version of the one from their tutorial) Interstitials tutorial
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; } } } - Create some sort of UI that should call PlayInterstitial() method from above script
- Open xcode and drag and drop the 4 files from SuperAwesomeiOS.zip into the Framework and iPhone tabs (check copy files if needed checkbox)
- The files from SuperAwesomeiOS.zip should not be embeded into the Framework but should be embeded into the iPhone project
- Disable bitcode from xcode settings(project's root/setting file and find your way to the “Build Settings” tab. Use the search bar to find “Bitcode” and change the setting to disabled)
- Make sure you are using correct bundle id and team settings
- Build & run on a device/simulator
Note: SuperAwesomeiOS.zip will eventually be included in the Unity package so step 3 will not be required and steps 7-9 will be done automatically but are not done at the time of writing this guide.
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