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
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