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패키지 설치
- Unity 에디터에서 Window > Package Manager를 선택합니다.
- Package Manager 창에서 Advertisement Legacy 패키지를 선택한 다음 최신의 검증된 버전을 선택합니다.
- Install 또는 Update를 선택합니다.
초기화 코드 작성 (필수)
using UnityEngine;
using UnityEngine.Advertisements;
public class AdsInitializer : MonoBehaviour, IUnityAdsInitializationListener
{
[SerializeField] string _androidGameId;
[SerializeField] string _iOSGameId;
[SerializeField] bool _testMode = true;
private string _gameId;
void Awake()
{
InitializeAds();
}
public void InitializeAds()
{
#if UNITY_IOS
_gameId = _iOSGameId;
#elif UNITY_ANDROID
_gameId = _androidGameId;
#elif UNITY_EDITOR
_gameId = _androidGameId; //Only for testing the functionality in the Editor
#endif
if (!Advertisement.isInitialized && Advertisement.isSupported)
{
Advertisement.Initialize(_gameId, _testMode, this);
}
}
public void OnInitializationComplete()
{
Debug.Log("Unity Ads initialization complete.");
}
public void OnInitializationFailed(UnityAdsInitializationError error, string message)
{
Debug.Log($"Unity Ads Initialization Failed: {error.ToString()} - {message}");
}
}
코드 작성
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Advertisements;
public class RewardedAdsButton : MonoBehaviour, IUnityAdsLoadListener, IUnityAdsShowListener
{
[SerializeField] Button _showAdButton;
[SerializeField] string _androidAdUnitId = "Rewarded_Android";
[SerializeField] string _iOSAdUnitId = "Rewarded_iOS";
string _adUnitId = null; // This will remain null for unsupported platforms
void Awake()
{
// Get the Ad Unit ID for the current platform:
#if UNITY_IOS
_adUnitId = _iOSAdUnitId;
#elif UNITY_ANDROID
_adUnitId = _androidAdUnitId;
#endif
// Disable the button until the ad is ready to show:
_showAdButton.interactable = false;
}
// Call this public method when you want to get an ad ready to show.
public void LoadAd()
{
// IMPORTANT! Only load content AFTER initialization (in this example, initialization is handled in a different script).
Debug.Log("Loading Ad: " + _adUnitId);
Advertisement.Load(_adUnitId, this);
}
// If the ad successfully loads, add a listener to the button and enable it:
public void OnUnityAdsAdLoaded(string adUnitId)
{
Debug.Log("Ad Loaded: " + adUnitId);
if (adUnitId.Equals(_adUnitId))
{
// Configure the button to call the ShowAd() method when clicked:
_showAdButton.onClick.AddListener(ShowAd);
// Enable the button for users to click:
_showAdButton.interactable = true;
}
}
// Implement a method to execute when the user clicks the button:
public void ShowAd()
{
// Disable the button:
_showAdButton.interactable = false;
// Then show the ad:
Advertisement.Show(_adUnitId, this);
}
// Implement the Show Listener's OnUnityAdsShowComplete callback method to determine if the user gets a reward:
public void OnUnityAdsShowComplete(string adUnitId, UnityAdsShowCompletionState showCompletionState)
{
if (adUnitId.Equals(_adUnitId) && showCompletionState.Equals(UnityAdsShowCompletionState.COMPLETED))
{
Debug.Log("Unity Ads Rewarded Ad Completed");
// Grant a reward.
}
}
// Implement Load and Show Listener error callbacks:
public void OnUnityAdsFailedToLoad(string adUnitId, UnityAdsLoadError error, string message)
{
Debug.Log($"Error loading Ad Unit {adUnitId}: {error.ToString()} - {message}");
// Use the error details to determine whether to try to load another ad.
}
public void OnUnityAdsShowFailure(string adUnitId, UnityAdsShowError error, string message)
{
Debug.Log($"Error showing Ad Unit {adUnitId}: {error.ToString()} - {message}");
// Use the error details to determine whether to try to load another ad.
}
public void OnUnityAdsShowStart(string adUnitId) { }
public void OnUnityAdsShowClick(string adUnitId) { }
void OnDestroy()
{
// Clean up the button listeners:
_showAdButton.onClick.RemoveAllListeners();
}
}
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