Input Blocked in Unity App when Banners are hidden

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Flash...@live.com

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Mar 30, 2017, 6:31:15 AM3/30/17
to Google Mobile Ads SDK Developers
Hey guys,
the title pretty much says it all. I have Banner Ads up and running with the current UnityPackage on a current Unity Version and a current Android Phone. Basically the area in which the banner ad could be showing is being blocked for input, no matter if the ad is showing or not (actively called show / hide). The Banner Ad itself does react to input when visible.
Any ideas?

Flash...@live.com

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Mar 30, 2017, 10:57:52 AM3/30/17
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It seems like the issue is related to SmartBannerAds, as with normal Banner as AdFormat the issue is gone.

Deepika Uragayala- MobileAds SDK team

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Mar 30, 2017, 12:14:00 PM3/30/17
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Hi,

Can you try to call Destroy() and see if it works? I would assume that you are using Hide() with the Banner View still holding up its reference in the interface.

Regards,
Deepika Uragayala
Mobile Ads SDK Team

Flash...@live.com

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Mar 31, 2017, 2:49:45 AM3/31/17
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Hey,
Destroying the BannerView does work. Is this an expected behaviour (Hidden Banner holding up its reference in the interface and therefor in my case blocking input)?
One more thing I noted: Input starting in the area of the ad (basically the whole bottom screen area) does get blocked, however input starting outside that area and then being moved inside (e.g. dragging to change the view) does work.

Deepika Uragayala- MobileAds SDK team

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Mar 31, 2017, 10:55:55 AM3/31/17
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Hi,

We suggest you to Destroy() the banner and make a new AdRequest whenever you want to display the ad. Hiding must also work but I’m not sure why you are facing this issue but I would suggest you to try and reproduce with our Samples scripts first and then let us know. 

Regards,
Deepika Uragayala
Mobile Ads SDK Team

Flash...@live.com

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Apr 3, 2017, 9:43:32 AM4/3/17
to Google Mobile Ads SDK Developers
Hi,
I made a simple, clean application with nothing but the Sample-Script: same Behaviour. Input starting in expected banner area -> no input recognized. Input starting somewhere else and moving into banner area -> input recognized. Destroying -> Back to normal.
I have to point out that the behaviour has "nothing" to do with hiding: Requesting the banner for the first time will also block the expected banner area - no matter if a bannerAd is succesfully shown or not (I suppose this just points at what you mentioned earlier: The reference being held up by the view).
I could provide you with the UnityProject / APK if you are interested?

Thanks,
Daniel

Deepika Uragayala- MobileAds SDK team

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Apr 3, 2017, 12:04:22 PM4/3/17
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Hi,

I'm unable to reproduce this issue. Can you provide me your sample app? I would be able to look into this further.

Regards,
Deepika Uragayala
Mobile Ads SDK Team


Flash...@live.com

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Apr 3, 2017, 1:22:55 PM4/3/17
to Google Mobile Ads SDK Developers
Hi,
please download the apk from here: https://1drv.ms/u/s!AvJbintShQZZhcoPC5KXYKVyL3vJ6g

About the app.
It is the complete sample which you provided earlier. One change i did: The banner will show at the bottom. 
For a better overview I also excluded the UI for Interstitials etc and added the (missing) functionality for Hide() and Show(). Please also note the red number showing the amount of touches registered by the app (Unity -> Input.touchCount);

To reproduce:
After starting the app touch the screen at the bottom. Note how the number switches to one.
Click Request Banner. 
After it shows click Hide Banner
Tap the screen where the banner has been before. Note how the Number stays at zero.
Click Destroy Banner
Tap the screen where the banner has been and note how the number becomes one.

Special Case:
Request Banner in Portrait mode, turn Phone to Landscape: Note how touches beside the banner are not registered.

Flash...@live.com

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Apr 3, 2017, 1:23:18 PM4/3/17
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P.S.: Thanks for your effort.

Flash...@live.com

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Apr 3, 2017, 1:26:49 PM4/3/17
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P.P.S.: Let me know if you need the Unity Source App as well 
(how do you edit posts here?! :-D )

Deepika Uragayala- MobileAds SDK team

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Apr 3, 2017, 3:09:38 PM4/3/17
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Hi,

Can you send us a sample project to investigate this further?

Regards,
Deepika Uragayala
Mobile Ads SDK Team

Flash...@live.com

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Apr 3, 2017, 4:57:10 PM4/3/17
to Google Mobile Ads SDK Developers
Hi.
here's the complete project the apk was generated from: https://1drv.ms/u/s!AvJbintShQZZhcoRXOD8-6pYuDEqWA
Let me know if you need anything else.
Daniel


Deepika Uragayala- MobileAds SDK team

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Apr 4, 2017, 1:45:14 PM4/4/17
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Hi,

Thanks for the detailed explanation and the sample project. I was able to reproduce the issue, and have shared this with rest of the team. We will update this thread as soon as we have more   information on this.

Regards,
Deepika Uragayala
Mobile Ads SDK Team


Deepika Uragayala- MobileAds SDK team

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Apr 4, 2017, 3:15:12 PM4/4/17
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Hi,

So the team has confirmed that this has been fixed and we are currently working on releasing this. I will keep you posted on when this is released. Alternatively you can keep an eye out on our Release Section for updates. 

Regards,
Deepika Uragayala
Mobile Ads SDK Team


On Monday, April 3, 2017 at 4:57:10 PM UTC-4, Flash...@live.com wrote:

Flash...@live.com

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Apr 5, 2017, 3:42:44 AM4/5/17
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Hey,
thank you for your support.
Best wishes,
Daniel

Or Avrahamy

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Mar 27, 2018, 9:00:53 AM3/27/18
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Any update on this?
This still happens with the latest release of the AdMob Unity SDK (3.12.0) and Unity 2017.3.1f1

mobileadssdk-a...@google.com

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Mar 27, 2018, 3:38:44 PM3/27/18
to Or Avrahamy, Google Mobile Ads SDK Developers
Hi there,

Can you provide us with a sample app that reproduces the issue? I'll share then share this with the team for further investigation. Also, can you confirm us whether you were able to  reproduce the issue with our  Samples scripts?

Regards,
Deepika Uragayala
Mobile Ads SDK Team
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Or Avrahamy

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Mar 28, 2018, 5:15:07 AM3/28/18
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Thanks for the quick response.
I tried to reproduce the issue with the HelloWorld sample app and the hidden banner didn't take any clicks - it worked as expected. I then copied the scene and scripts to my project and it did block the clicks.
After a short investigation I found that enabling "Filter Touches When Obscured" causes the hidden banner to block input.

The sample project reproducing the problem with "Filter Touches When Obscured" enabled can be found here: https://drive.google.com/file/d/1e0EEg5I53h2eb-b6LVJ6nX9zl5Jc5RdN/view?usp=sharing.

Looking at the source code of the AdMob library, could it be that the mPopupWindow is blocking the clicks?

In any case, turning "Filter Touches When Obscured" off is a good solution for us for now.

Thanks!

mobileadssdk-a...@google.com

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Mar 28, 2018, 2:54:39 PM3/28/18
to Or Avrahamy, Google Mobile Ads SDK Developers
Hi there,

Thanks for sending additional details. This sounds like an existing issue related to the Unity IDE itself and you can monitor the progress here.

Regards,
Deepika Uragayala
Mobile Ads SDK Team
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Also find us on our blog and Google+ page:
    http://googleadsdeveloper.blogspot.com
    https://plus.google.com/115658573333388777174/
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To unsubscribe from this group and stop receiving emails from it, send an email to google-admob-ads-sdk+unsubscrib...@googlegroups.com.

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