Tell your Account Manager which placement(s) you want to use for in-app bidding.Note: The Liftoff banner and MREC ad formats will be supported for Advanced Bidding in the first half of 2021. Set up one placement per supported ad format for example, set one placement for interstitial and one for rewarded video. Do not use existing placements for in-app bidding. Log into the Liftoff Monetize Dashboard and create new placements for app bidding.These instructions assume that you already have a Liftoff app and placements created. Set Up App Bidding in the Liftoff Dashboard Under Bidding, click Setup, and enter your Liftoff Placement Reference ID and Liftoff Application ID.In the Unity LevelPlay dashboard, locate your app and the ad unit(s) for which you want to enable app bidding.Make sure you have already added Liftoff as a network in LevelPlay mediation. I made this work in a OS X project, where I simply dumped the screenshot in the hd root, and then loaded it with www (file://screenshot.png) This worked quite well.Set Up Liftoff Bidding in the LevelPlay DashboardĪlways refer to Unity LevelPlay In-App Bidding documentation for publisher integration and guidelines. Refer to the A/B Testing article to learn more. In order to display them on the screen i must convert them into texture first using Texture2D.LoadImage, but the problem is that function can only be called from the main thread, it takes a long time to convert even 1 image, around 20-50 ms per image, so each second the main thread can only do up to 30 images. Use A/B testing to compare waterfall and app bidding performance to make the best choices for your monetization. As well, note the following: The Use Storyboard for Launch Screen option in Unity’s iOS player settings is not selected by default. We recommend that you leverage the Unity LevelPlay A/B testing functionality when joining Liftoff In-App Bidding with LevelPlay. Unity support for storyboard files Unity 2017.4, 2018.4, and 2019.3 support the use of storyboard files as launch-screen images, however, they do not create them for you. Begin by A/B Testing with Unity LevelPlay Liftoff Monetize Vungle SDK v6.8.1 or higher.To participate in Liftoff In-App Bidding, you must integrate: Assets/FirstGearGames/SmoothCameraShaker/Scripts/ShakerInstance.cs(232,22): warning CS0414: The field 'ShakerInstance.Liftoff is partnering with ironSource as a bidder in Unity LevelPlay In-App Bidding. DirectoryNotFoundException: Could not find a part of the path "/BUILD_PATH/-ios/Assets/Audio/Desktop/Desktop/Master.bank". EXCEPTION: DirectoryNotFoundException: Could not find a part of the path "/BUILD_PATH/-ios/Assets/Audio/Desktop/Desktop/Master.bank". ERROR: FMOD Studio: copy banks for platform iOS : copying banks from Assets/Audio/Desktop to /BUILD_PATH/-ios/Assets/StreamingAssets frame 0: 0x0000000100673298 PNGTestinflatefast + 284 frame 1: 0x000000010071ea08 PNGTestunityzinflate at inflate. Assets/FirstGearGames/SmoothCameraShaker/Scripts/ShakerInstance.cs(232,22): warning CS0414: The field 'ShakerInstance._first' is assigned but its value is never used FMODUnity.RuntimeUtils:DebugLogErrorFormat (string,object) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:588) ERROR: FMOD Studio: copy banks for platform iOS : copying banks from Assets/Audio/Desktop to /opt/workspace/workspace/-ios/Assets/StreamingAssets Here’s the build summary: Summary: 12 warnings, 2 errors: Now when doing a cloud build for iOS I’m getting similar errors. I think i messed up my FMOD settings (The Desktop/Desktop issue by using specified banks in initialization). When I first attempted to use FMOD in Unity I was able to solve some loading errors using this thread: Help! Banks not loading.
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