Hi Yan,
Thank you for contacting the Mobile Ads SDK support team.
By reviewing your concern, I understand that you are encountering Android vitals issues. Kindly provide the below information for further investigation so that we can have full visibility of your implementation:
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Mobile Ads SDK Team |
Hi Yan,
Thank you for getting back to us.
As requested earlier kindly provide the below information for further investigation so that we can have full visibility of your implementation:
I also have this problem in Unity. I have reproduced the issue:
Reproduce project:
https://github.com/jacattrongnlh/AdmobAdaptiveBanner
Steps:
Comparing the framerate of the Scroll View before and after loading the adaptive banner, you can see that the Scroll View was smooth and responsive before the banner was shown. After the banner is shown, the Scroll View becomes very laggy when you drag it.
The framerate of the game is unaffected, it's the rate of UI's responsiveness that is affected.
Attaching Android Studio to profile the performance, you can see the CPU usage is significantly high when the animated Adaptive banner is displayed. When a static default banner is displayed, the CPU usage is not as high.
Profiler Screenshot: https://drive.google.com/file/d/1PMpr7BfkEkYLCFPDUJGb1MixbHUlKFqB/view?usp=sharing
Video recorded showing the problem: https://drive.google.com/file/d/1KX3ht2Exx9SYfDN7ZUpx6cf0zXaX986Q/view?usp=drive_link
Hi Joshua,
I'm currently limited to using an emulator on an M1 MacBook, as I don't have access to any of the affected real devices. Given this situation, is a video recording from the emulator still necessary?
I've been considering some workarounds to address the issue, especially considering its impact on our revenue. I'd like to get your opinion on whether any of the following approaches might help reduce the issue on XHDPI devices:
I'd really value your thoughts on these potential solutions.
Thank you for your time and insights.
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