Regards,
Deepika Uragayala
Mobile Ads SDK Team
Hi Nicolas,
Thanks for getting back with more information. I'm still unable to reproduce this issue. Let me attach a screenshot to indicate that I was able to notice the callback being fired without any issues. In the screenshot you can notice the Unity version, code snippet of the MobileAds.Initialize, Android Studio log of the Debug.Print() statement, which is indicative that there is no issue. Can you try again with the attached sample app and then let us know?
Regards,
Deepika Uragayala
Mobile Ads SDK Team
Hi Nicolas,
I was not able to reproduce the issue on our end with your sample app as well. Can you send the screenshots or a screen recording for us
to take a look? Did you get a chance to try our sample app on your end?
Hi there,
Thank you for reaching out to us.
Could you kindly provide the details below (via Reply privately to author) so that I can investigate the issue?
Regards,
Ziv Yves Sanchez
Mobile Ads SDK Team
Hi Peter, Huỳnh,
Just to clarify: is the issue occurring on a real device? It should not matter if this is issue is happening on the Unity Editor simulator, since the AdMob SDK, by design, will not work on it.
If you could confirm that this issue is, in fact, occurring on a real device, you may then kindly provide the details below (via Reply privately to author) so that I can investigate the issue:
Hi Peter,
Thank you for updating us on your concern.
Could you still kindly provide the details below (via Reply privately to author) so that I can investigate the issue?

Hi Huỳnh,
Thank you for updating us on your concern.
I checked this issue on my end, and was able to build an Xcode export of the HelloWorld test project, using version 5.1.0 of the AdMob Unity plugin and Unity 2019.3.0f6 (see attached screenshot). Kindly note that it is intentional that the error should appear in the Unity Editor simulator should you choose to run the project there; this is because Macs (where I assume the Unity Editor would be running from) do not have iOS-specific libraries built into them, nor can they call iOS-specific libraries by default.
With that said, could you try re-importing the AdMob SDK Unity plugin into your project? If the situation still exists despite this, then you may kindly provide the details below (via Reply privately to author) so that I can further investigate the issue:
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 Elad,
Thank you for reaching out to us.
You may want to try wrapping preprocessor directives (such as the ones seen from our example code) around the MobileAds.Initialize() function in order to prevent it from throwing an error while testing in the Unity Editor. Kindly note, however, that this will completely disable even the dummy functions of AdMob during testing. If this compromise should prove to be unacceptable, then you may kindly provide the details below (via Reply privately to author) so that I can raise this issue to the rest of the team:
Hi Elad,
I understand your concern.
While I'm afraid that I cannot speak for the team on whether or not this issue is an acceptable compromise as we go forward with the AdMob SDK Unity plugin, I can at the very least help in raising it to the rest of the team for further discussion. If you can kindly provide the details below (via Reply privately to author), we will then be able to continue our investigation on this:
Regards,