AddPod - name: Google-Mobile-Ads-SDK version: ~> 7.13 bitcode: True sdk: null sources: (null)UnityEngine.Debug:Log(Object)Google.IOSResolver:Log(String, Boolean, LogLevel)Google.IOSResolver:AddPodInternal(String, String, Boolean, String, IEnumerable`1, Boolean)Google.IOSResolver:AddPod(String, String, Boolean, String, IEnumerable`1)System.Reflection.MethodBase:Invoke(Object, Object[])Google.VersionHandler:InvokeMethod(Type, Object, String, Object[], Dictionary`2)Google.VersionHandler:InvokeStaticMethod(Type, String, Object[], Dictionary`2)AdMobDependencies:SetupDeps() (at Assets/GoogleMobileAds/Editor/AdMobDependencies.cs:59)AdMobDependencies:.cctor() (at Assets/GoogleMobileAds/Editor/AdMobDependencies.cs:24)UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()
With those said, kindly let us know if you have any further questions.
AddPod - name: Google-Mobile-Ads-SDK version: ~> 7.13 bitcode: True sdk: null sources: (null)
Hi there,Can you elaborate more on your issue concerning the log you provided since the log doesn't really tell us anything specific? Are you having issues building for iOS, or Android or both? Can you send us a sample project where we can see your setup? Can you replicate the same issue when building our sample app?If you are trying to build for iOS, then you might need an OSX Machine with CocoaPods installed since there are required configurations and run-time libraries that are only available on OSX Machines.However, if you are using the official Google Mobile Ads plugin and you are trying to build for Android, then the plugin should automatically import all the needed libraries for you once you build for Android. To build for Android, you need to choose Android in your Build Settings by selecting Android and clicking Select Platform. The plugin will, then, import all the necessary libraries needed to integrate the Mobile Ads SDK into your project, which can be found under the Assets/Plugins/Android folder.You can refer to our official documentation on how to properly build in Unity using our plugin.Regards,Joshua LagoneraMobile Ads SDK Team