No Admob mediation for Unity Engine and Vungle ad network?

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Martin Asenov

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Oct 7, 2017, 3:15:25 PM10/7/17
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Hi guys,
I started integrating various ad networks for my Unity game project. So far I successfully integrated AdColony and Unity for mediation through Admob.

Whenever I click on any 3rd party ad network, I change the URL where it says "android" to "unity". The documentation doesn't give me any other chance as there is no such ad networks page specifically for Unity. So far this worked well for AdColony and Unity ad networks and I integrated them.

404 Not Found.

Does that mean there is no Admob mediation support for Vungle for Unity apps? Or some temporary problem with the page?

Thanks!

Martin Asenov

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Oct 7, 2017, 4:42:00 PM10/7/17
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Joshua Lagonera (Mobile Ads SDK Team)

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Oct 9, 2017, 3:10:08 AM10/9/17
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Hi Martin,

All the third-party Ad Networks listed here are supported for Android, whether it is developed using native Android or by the Unity3D game engine. The same could be said for iOS with the list of supported third-party Ad Networks here. The only difference in steps is to include the necessary files in specific folders in your Unity project, as outlined here. These are the only documentation links you should need to mediate with supported third-party Ad Networks properly.

That said, are you having trouble with mediating with third party Ad Networks when using Unity? Can you elaborate more on the issue you are experiencing, whether you are having trouble with integrating with the Ad Networks, or other issues so we may be able to assist you?

Regards,
Joshua Lagonera
Mobile Ads SDK Team

Joshua Lagonera (Mobile Ads SDK Team)

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Oct 16, 2017, 2:56:46 AM10/16/17
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Hi Martin,

Hope you are doing well.

Are you still having issues in mediating with other Ad Networks? Let us know if you would still need assistance from us.

Regards,
Joshua Lagonera
Mobile Ads SDK Team

On Sunday, October 8, 2017 at 4:42:00 AM UTC+8, Martin Asenov wrote:

Martin Asenov

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Oct 16, 2017, 3:21:31 AM10/16/17
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hi there, Joshua,
with lots of head banging and browsing over the Internet I get Google Play Services and Admob mediation get to work for Unity. To be honest I'm surprised how complex everything has been made, also the internal structure of Android project too and its Gradle dependencies. There are Play services resolvers and stuff that don't seem to do much work. I had to iterate over some of both GPGS and GoogleMobileAds xmls and templates and change stuff in order to build. One particular change I did was to change dependencies version in some AndroidManifest from "10+" to "11.2.2" (current version) to make it work. Needless to say, I figured that out with lots of searching over the Internet

On point, Vungle have given me this response:

"Currently to do that you will need our older version of the SDK, as our 5.x SDK requires placements, which are not currently supported by Admob's Unity plugin.
As such please follow the steps in this guide:
https://support.vungle.com/hc/en-us/articles/208073977-Integrating-AdMob-Mediation-Vungle-SDK-v-1-0-v-4-1-iOS-
https://support.vungle.com/hc/en-us/articles/207604108-Integrating-AdMob-Mediation-Vungle-SDK-v-1-0-v-4-1-Android-"

So I did that. I had couple of problems with making my project build for both Android and iOS and spent couple of days in that.
For iOS:
  1. I had to exclude google play services from being built and included in the iOS build. I have no idea why it has support for iOS in the first place. To do that, I added NO_GPGS symbol for iOS builds. Too bad it was way down in the documentation so it took me some time and countless of threads on the Internet to figure it out. If you do allow GPGS for iOS, you will get yourself in lot of trouble - missing definitions, dependencies, etc.
  2. I had some other issues as well but I forgot them already as I went through a lot of stuff
for Android:
I am still not sure if I managed to make a workable build for Android, as I still haven't found an Android device to test on. However, I managed to make things work with Unity's internal build flow. If you get to generate a Gradle project for the means of Android studio, it is total hell. I faced lots of errors and unresolved dependencies, which after a lot of fine tuning and changing stuff I managed to reduce to just one.
This one was some kind of "method isInstantApp(java.lang.String) missing in class..." which I found out was added in API level 26. Basically that prevents me from building for older versions of Android.
If you try to add the Vungle integration from above to the Android studio Gradle project, it gets messy, lots of missing dependencies.

I managed to get it up and working for iOS, I'm yet to find an Android device and I will be able to provide more feedback.

Cheers,

Joshua Lagonera (Mobile Ads SDK Team)

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Oct 16, 2017, 5:24:36 AM10/16/17
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Hi Martin,

I'm sorry to hear that you have had issues with mediating with Vungle for both Android and iOS. However, I'll be here to assist you and further clarify on how to mediate to Vungle with ease for both Android and iOS. For the purpose of this guide, we will use our sample HelloWorld app and the integration is based on the steps indicated on our official Unity documentation.

Assuming you have already imported our official plugin, you will need to follow the steps outlined below to successfully mediate with Vungle. 

For Android:
  1. Download the SDK and Adapter from the link that Vungle provided.
  2. Put the VungleAdapter.aar file inside the Plugins > Android folder.
  3. Put all the .jar files from Vungle's Android SDK inside the Plugins > Android > GoogleMobileAdsPlugin > libs folder.
  4. Go to the Plugins > Android > GoogleMobileAdsPlugin folder and modify the AndroidManifest.xml file, as outlined here.
  5. Go to the File Menu and select Build Settings.
  6. Select Android from the list of Platforms and click Switch Platform to build for Android.
  7. Select Build and Run. You should now be able to show Ads mediated from Vungle.
For iOS:
  1. Download the SDK and Adapter from the link that Vungle provided.
  2. Go to the File Menu and select Build Settings.
  3. Select iOS from the list of Platforms and click Switch Platform to build for iOS.
  4. Select Build. Unity should now export an XCode project where you can import Vungle's SDK and adapter.
  5. Open the exported XCode project (.xcworkspace)
  6. Add both the VungleSDK.framework file and libVungleAdapter.a file under the Linked Frameworks and Libraries section of the target's Build Settings. Make sure to also check Copy items if needed.
  7. You might also need to re-import both libil2cpp.a and libiPhone-lib.a from the Libraries folder of the generated XCode project depending on the Unity/XCode version you are using.
  8. Sign, Build and Run your app. You should now be able to show ads mediated from Vungle.
Additionally, here is the modified sample project I made for the purpose of the above guide for your additional reference. The project is already set up for mediation with Vungle for both Android and iOS. Hope this clears up any confusion on your end.

Let me know if you have any further concerns.

Regards,
Joshua Lagonera
Mobile Ads SDK Team

Martin Asenov

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Oct 16, 2017, 5:29:05 AM10/16/17
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hey, Joshua,
I already managed to include Vungle with AdMob mediation.
My biggest headaches were related to making Google Play Games services and Google Mobile Ads work together - two Google frameworks.

Cheers,

andriy.i...@gmail.com

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Nov 8, 2017, 11:13:50 AM11/8/17
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Hi Joshua, 
I have a qestion about Vungle. When I have enabled Automatically pull the eCPM value from this ad network, I've seen Updated more than 7d ago.   What does is mean?

My Warmest Regards,
Sergei Turenko, 
CrispApp team

Joshua Lagonera (Mobile Ads SDK Team)

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Nov 8, 2017, 11:14:22 PM11/8/17
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Hi Sergei,

If AdMob has already finished pulling the eCPM value from the Ad Network you mediated with (e.g. is not showing as "Pending") then the message you are seeing is showing when AdMob has last pulled the eCPM value from said Ad Network. You can take a look at the AdMob Help Center to learn more about Ad Network Optimization.

That said, if you have any more queries with regards to the Mobile Ads SDK and its usage, then kindly create a new thread and we will gladly assist you from there.

Regards,
Joshua Lagonera
Mobile Ads SDK Team

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