Unified Native ad is not clickable.

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Farooq Knights

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Nov 25, 2019, 6:49:07 AM11/25/19
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I have implemented Unified Native ads(got code help from internet). Ads are working but upon click on ad it's not redirecting me advertisers website or link.

I have attached my code file. please help me with this. 
NativeAdsManager.cs

Mobile Ads SDK Forum Advisor Prod

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Nov 25, 2019, 3:50:35 PM11/25/19
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Hello Farooq,

Thanks for reaching out to us. By default, the SDK will always open the ad clickthrough via an external browser. I don't see any issue with our test Ad unit Ids. Can you please test on a different device and see if you are able to reproduce the issue? Please share a video recording of the issue if you are able to reproduce the issue. 

Regards,
Deepika Uragayala
Mobile Ads SDK Team

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Mobile Ads SDK Forum Advisor Prod

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Nov 26, 2019, 3:50:35 PM11/26/19
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Hi Farooq,

Thanks for sharing additional details. I will share the issue with the rest of the team for further analysis and we will get back to you with more information.

Mobile Ads SDK Forum Advisor Prod

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Nov 27, 2019, 12:51:46 PM11/27/19
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Hi Farooq,

Thanks for waiting. You need to simply hardcode the size of the BoxCollider for every element of the native ad. Unity does not automatically resize the programmatically-added BoxCollider if the GameObject in question is a 2D Canvas object. For context, Colliders in general should not be used anyway for 2D Canvas objects, but fortunately it works for this case, sans the auto-resizing. We have confirmed that this works on our  end, and the Call to Action button worked after manually creating a BoxCollider large enough to be clicked on for it.

Let me know how it goes!

Farooq Knights

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Nov 27, 2019, 11:34:21 PM11/27/19
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Hi  Deepika,

It still is not working for me. I have manually added BoxColliders and resized them to large enough to be clickable. Can you please send me the test project that worked for you guys.

Thanks 

Farooq

Farooq Knights

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Nov 27, 2019, 11:56:15 PM11/27/19
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Hi Deepika,

Thank you so much for your help, it worked for me also with some extra workaround by Setting "Render mode" of canvas to Screen Space-Camera and assigning same layer to both camera and canvas.

Thanks alot.

Farooq

Farooq Knights

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Nov 29, 2019, 2:52:26 AM11/29/19
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Hi Deepika, 

Why are Unified native ads Camera dependent. ads are working but we can't click call to action button without setting  "Render mode" of canvas to Screen Space-Camera. Is that a bug that needs to be fixed? Please let me know if there is any workaround to fix this.

thanks 

Farooq

Mobile Ads SDK Forum Advisor Prod

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Nov 29, 2019, 3:44:32 AM11/29/19
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Hi Farooq,

I'm Ziv, Deepika's colleague, and I'll be assisting you on this since Deepika is currently out-of-office.

Kindly note that the Unified Native Ads for Unity were originally intended to be used as 3D GameObjects that exist in your game's World (hence the need for a Collider in order to be able to interact with them). With this in mind, using Native Ads as part of your game's 2D UI is in fact not its best use case.

You can, however, still make it work by maintaining a separate Camera-Canvas pair that sits in their own Render Layer, assigning all the Native Ad UI Objects to that Canvas, then setting the Render Mode of the Canvas to either Screen Space - Camera or World Space. Don't forget to put BoxColliders on each element of the Native Ad in order to make it responsive to screen taps.

Let me know if this helps.

Regards,
Ziv Yves Sanchez
Mobile Ads SDK Team



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Bảo19 Gia

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Nov 29, 2019, 5:33:02 AM11/29/19
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SDK

Mobile Ads SDK Forum Advisor Prod

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Dec 2, 2019, 1:14:05 AM12/2/19
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Hi Farooq,

Thank you for confirming that you've got it working on your end. With that said, I'm afraid that we don't have any insights on the development road map for the AdMob SDK. I would advise that you follow our blog or our release notes for further updates on this.



Regards,
Ziv Yves Sanchez
Mobile Ads SDK Team



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Farooq Knights

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Dec 2, 2019, 1:23:44 AM12/2/19
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Noted with thanks. 
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