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 = 53856;//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
buildxcodesettings,and drag and drop the 4 files from SuperAwesomeiOS.zip into the Framework and iPhone tabs (checkExportcopyProjectfiles 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
clickfindExport
your way to the “Build Settings” tab. Use the search bar to find “Bitcode” and change the setting to disabled) OpenMakethe exported project in Android Studio and add missingmavenCentral()repository andkotlinclass path toGradle Scripts ->build.gradle (Project: Export):allprojects {buildscript {repositories {mavenCentral()google()jcenter()}dependencies {// Ifsure you arechangingusingthecorrectAndroidbundleGradle 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 Gradleid andAndroidteamGradle 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 versionclasspath '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}settingsIn the exported project in Android Studio add missing directive toGradle Scripts ->build.gradle(Module: Export.launcher):apply plugin: 'kotlin-android'Clicksync project with gradle files button(elephant looking icon on the top right side of the screen) and wait for Android Studio to download/import all the required packages.Go back to Unity, click Export again then Build orBuild &Runrunandonadsashould be working when clicking the button.device/simulator
Note: StepsSuperAwesomeiOS.zip 6will -> 10 are currently done automatically by two post processor scripts created by us. If you delete the package in order to upgrade it you should add back those two scripts afterwards! In later versions these scripts mighteventually be included in the package,Unity inpackage whichso casestep you3 don'twill havenot tobe re-addrequired them.and steps 7-9 will be done automatically but are not done at the time of writing this guide.