Hi there,
Thank you for reaching out to us.
For clarification, ad impressions are counted whenever an ad is shown to a user, regardless whether or not the user has clicked on it. Note that impressions and clicks are counted only on GameObjects registered as part of a native ad.
As for your queries: it should be fine to use both 2D Box Colliders and the Screen Space Overlay option for your Canvas, as these should not affect ad impressions or clicks. With this in mind, I would recommend that you forward your impressions-related concerns over at the AdMob Help Center for further assistance, as the product specialists there should be able to provide better insights on those.
Regards,
Ziv Yves Sanchez
Mobile Ads SDK Team
Hi there,
Your method on registering GameObjects should work, though you won't be notified by the SDK in case of registration failures. Thus, I would suggest that you follow the document on this particular point. That said, this is a rather strange issue indeed. If the issue persists, you may also try going back to using 3D Box Colliders, as well as either the Screen Space Camera or the World Space option for your Canvas, to see if those would fix it.
Hi Peter,
I'm afraid that we do not have any insights to share with regards to the "Active View Viewable" column in the AdSense dashboard, as we can only assist in your technical concerns with the AdMob SDK. I would recommend forwarding that particular concern with either the AdSense Help Center or the AdMob Help Center for further assistance instead. The product specialists there should be able to provide better insights on this.
Hi Peter,
I would recommend sticking to the implementation in the documentation in order to avoid the uncertainty of whether or not impressions are being recorded under your own implementation of the native ads. You may also check out the other threads in this forum (such as this and this) to get more insight on the native ads in practice.
As for the limited ad serving: you may check out this page, or you may seek further assistance from the product specialists in the AdMob Help Center.
Hi Olik,
Thank you for reaching out to us.
You may refer to our Get Started guides for Android, iOS, or Unity to learn about the AdMob SDK, and then use our sample projects (Android / iOS / Unity) to quickly get acquainted with how the SDK works in practice. Feel free to reach out to us if you have any technical concerns or questions with the AdMob SDK.
Hi Peter,
For the record: 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; this should also explain the lack of documentation on this particular use case.
To answer your questions:
Ultimately, I would highly suggest that you first use 3D Box Colliders and either Screen Space Camera or World Space for your Canvas to see if those would fix your issue. Otherwise, you may send the details below (via Reply privately to author) so that I can further investigate this:
You may zip the entire Unity project (excluding the Library and Temp folders) in order to reduce its size, then send it to me via a shareable link from your Google Drive (or on any other file-sharing site that you prefer). Don't forget to send the shareable link via Reply privately to author.
Hi there,
Thank you for providing your sample project in private.
I was able to build and test your project, and found out that the app IDs and ad unit IDs being used were the test IDs on this page. I kept receiving an error code 3 after switching them to your own ad unit ID, due perhaps to the limited ad serving that your account is currently experiencing. Apart from this however, your implementation of the native ads is sound and correct, and that all the prerequisites needed for native ads to work are all accounted for (such as the Colliders, the Canvas, etc.).
Thus, the issue here lies somewhere in the recording of metrics in the AdMob side, which I'm afraid our team has no coverage on (since we cover only the technical concerns for the AdMob SDK). With this in mind, I would highly suggest posting your concern over at the AdMob Help Center for further assistance, as the product specialists there should be able to provide more insights on this..
Hi,
If you are having any issues with getting ads to display in your app. We would suggest that you open a new post. So we can reach out to you and help to resolve this for you.
Regards,
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