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Unity 2020 Mobile Game Development

You're reading from   Unity 2020 Mobile Game Development Discover practical techniques and examples to create and deliver engaging games for Android and iOS

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Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781838987336
Length 464 pages
Edition 2nd Edition
Languages
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Table of Contents (14) Chapters Close

Preface 1. Building Your Game 2. Project Setup for Android and iOS Development FREE CHAPTER 3. Mobile Input/Touch Controls 4. Resolution-Independent UI 5. Advertising Using Unity Ads 6. Implementing In-App Purchases 7. Getting Social 8. Keeping Players Involved with Notifications 9. Using Unity Analytics 10. Making Your Title Juicy 11. Game Build and Submission 12. Augmented Reality 13. Other Books You May Enjoy

Utilizing ad callback methods

The code we wrote for the LoadLevel function works perfectly fine when we go to the main menu of the game; however, if we dive into the game itself from the main menu, the game will still be going on in the background with the ad blocking the player from playing the game.

When running your app on an actual mobile device, the Unity Player will pause while Unity Ads are shown. However, if you are testing in the Unity Editor, the game is not paused while the placeholder ads are shown. However, we can simulate that behavior ourselves using the Advertisement.ShowOptions class.

We will pause the game when an ad is shown and then resume the game once the ad is finished. To do so, perform the following steps:

  1. Let's first open up the UnityAdController class and update the Start function to the following:
       /// <summary>
/// Unity Ads must be initialized or else ads will not work
/// properly
/// </summary>
private...
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