Unity Ads Setup Logic

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Transcript

Okay, so let's just jump straight into making some ads work inside of unity. So what we want to do is if we press play, and press play again, when we die, or run into these spikes, we want to have the option to press this little button here and first to show an ad. And then it gives us an extra life. And then, but we only want this to happen once. And there's a little bit of logic that we have to code in there. But to first get started, we just need to move over to our Services tab over here.

And we just need to go to the ad section here and turn it on, monetize with that your game suite. We can click on Go to dashboard. And that will bring us to the website where we can look at the information about how many people have clicked on the ad and things like that. And it will be linked to your unity account if you've logged in. And so far, everything is looking good. We can enable test mode for development, and we can click back over to our inspector.

Okay, so how do we actually get our unity ads to work inside of our game? Well, first Let's open up our app initialized script. We could have our own script that deals with all of this stuff for just the ads. But I think because we're doing so it's such a simple, add functionality, it'll be fine to be in app initialize. So luckily, if we go over two if we go over to unity 3d comm such services such as such quickstart guide, or if you type in the quickstart guide for unity ads, you'll see that we have some example code here. And you will see it even shows us where we want to put our code your code reward the gamer in here.

So this, this code here is the simplest way to get unity ads working. And you'll see that we need unity ads dot advertisements namespace and you'll see a few things in here. I encourage you to read this, I'm gonna give you a more in depth understanding of what we're doing. But right now we're just going to jump straight in and get the ads working as quickly as possible. So back over to Visual Studio, there are a few few things that we want to set up. First, we want to add to namespaces.

Using Unity engine dot advertisements using unity engine.ui. Cool. And now we want to code in some functionality just to get the button to work at this stage. So to do that, we'll probably need to create a new, two new things. First, let's create the reference to the button. So let's just put that up here just so all the menu items, the UI items are up here.

And we can say public game objects. Add button. Cool, and we need to create a Boolean private, just because you don't need to see it in the inspector pool has Seen rewarded ad. And let's check what's false. Fantastic. So then if we scroll down to our game, to our show Add button here, you'll see that right now it says fix later.

And then it just tosses the car team, which is game. Well, we can get rid of the fixed later for now. And we can just run something as simple as has seen reward lad equals true. Cool. And we're just gonna add a note that this is just temporary, because this is just for testing purposes, even though it was just for testing purposes before, but bear with me. And then inside of Game Over, we want to create an if statement that says, Well, hey, if we have seen the ad, we don't want that button to look or like it's gonna work and we don't want to actually work either.

So we can just say if has Same rewarded add equals true. Then we can reference a few things and just turn them on or off on site in on the Add button. So the first thing we want to do is the Add button. dot get component. image. And we can access image because we you you're using, we're using the Unity engine.ui namespace.

So, add button but get rid of image, dot color equals new color. And then we just want to set red value to one, green to green to one, blue to one, and alpha channel to 0.5 F. So if you're not familiar with color, basically we're setting everything to be exactly the same code that it already is. So we're setting all the values red, green, and blue to 100%. And when Setting the transparency to half the transparency. So I hope that makes sense. Then we're just gonna say Add button dot get Component button.

And what do we want to do if we've seen the ad, we want to say enabled equals false, because we don't want them to be able to press the button. All right, let's go over to unity and see how that goes. So just so we understand, when we click, when we hit something, we press the show Add button, it's going to what would happen here is we'd normally show an ad. And then it would turn this to true, but we're just going to turn to true now because we're not going to show an ad just yet. And then it's going to start the current scene. But when this is true, when we bring up the game over menu next time, it's going to turn the color to 0.5 and make it so we can't actually access the button.

So back over to unity. Let's open up out Game Over menu UI. Heart show ad fantastic when I was driving Add parts to add into the Add button section on the scene manager script, the app initialize script on the scene manager object. So let's press play and let's test this out. Play. Bam, let's press this button.

Cool. And bam. Now the button is no longer working. But we can still restart the game press play. Bam, as back again. Awesome.

So that worked. So the functionality works absolutely perfectly now. And now all we need to do is get the actual ad to show and that's actually a lot simpler than you think. So we'll talk about in the next episode.

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