How to create multiple rewarded video button with unityads - c#

i implemented rewarded video ads(UnityAds) button and it works fine, but i don't know how to create another button that gives a completely different reward.

am not a unity developer but I might know a few things about unity.i would recommend you check the unity docs for rewarded video ads there must be an Advertisement.refresh method almost every ad network has it.

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Some UI buttons work and other don't on Android

I am making an Android game and in my game I have probably around 20 UI buttons, maybe more. I have buttons that do in-app purchases and then just normal buttons. All of my buttons work except 3.
The 3 of them worked the other day but then just stopped and I am not sure what I changed. I have deleted the buttons and added them back in, that didn't work. I have duplicated a button that does work and tried using that and that doesn't work.
The weird thing is, when I do everything in Unity everything works, it is just when I export it to my phone through internal testing through Google Play. When I do that it is when those 3 buttons stop working.
I downloaded LDPlayer which is just an emulator for a phone. When I run my game on there two of the buttons work, the two that pull up the leaderboards and achievements, but the third doesn't. The third button has audio attached to it and plays when touched. The two button with a script attached to them call the code below when pressed. I am connected to Google Play Services and my account does log in when the game launches. I have to in app purchase buttons that work just fine so I know that it isn't me not being able to connect to the Google Services.
public void ShowLeaderboard()
{
Social.ShowLeaderboardUI();
Debug.Log("Pushed the leaderboard button.");
}
and
public void ShowAchievementUI()
{
Social.ShowAchievementsUI();
Debug.Log("pushed achievement button");
}
Like I said everything worked on an earlier version of my game, these functions haven't changed at all. My whole PlayGameServices Class hasn't changed at all since I created it and everything worked in the beginning.
If anyone can point me in the right direction I would greatly appreciate it. I have tried doing some Google searches and they said to go to the eventsystem and make sure that "force module active" was checked. I have made sure that script execution order was correct. I know the buttons are detecting my finger press because I have it change sprites on press and all three buttons are responding to the touch. I really don't know what else to do at this point. Thank you in advance.

Unity LowLevel Touch Screen Detect android

I was Working on a new application on unity and i wanted to make the perfamonce good for phones so what i did is i killed the playerloop that's mean i switched to the lowlevel unsing unityengine.lowlevel (playerloop) but the problem is i can't detect any touches i tried everything :
button click (normal) - dosn't worked
event systems - dosn't worked
addlistener button - dosn't worked
mouse click on the update - dosn't worked
so i read some unity articles and everything in stackoverflow and i didn't find anything .
will i killed the playerloop because a developer named "Jon Manning" sad sow and he explained how to detect touches on iphone and he did say that detect touches on android is possible but he didn't say how you can see the video here to better understand : https://www.youtube.com/watch?v=C7CZyqHGKXw&t=1812s
so if anuone can help i will be very greatfull
I personally have created an Android app before, and the easiest way to detect touches on Android phones are with these functions:
private void OnMouseDrag() { // called every frame the user has their finger held down while touching the collider or GUI element }
private void OnMouseDown() { // called when the user presses the collider with their finger }
They work perfectly for single-touch applications, if you want multi-touch capability there are other methods you can use.
The only caveat is that these functions are only called when the user's finger touches the collider, so every object you want to have interacted with must have a collider attached, along with this script.
There are also other OnMouse functions which you can look up on the Unity Docs, if you want more control.
I don't Really understand Why unity realised the UnityEngine.lowlevel if there is no way to keep using the app or the game ones you kill the playerloop ,Will i know that it work on ios but What about android i think android is really important than ios because there is like 7% of the world using ios and the rest using android ,Will i know that the propably 7% are reach but i thnik that is not good reason
I will be using android studio and java for my app , and i hope unity team will do something about that and if anyone searching how to wake up from the lowlevel if you're not building for ios don't bother you're self go create plugin if possible or just don't use the low level and of course google play will not give you a nice number of downloads because of the perfamonce and the battery , unity is only for games stick with that i already made a lot of apps non of them got more than 10k downloads because of the perfamonce and the battery

Is there a way to test an app before actually publishing it on Play Store?

I just finished up my game and it contains ads. Up til now I have tested my game with only test ads that are provided by Unity out of the box that are of Unity. I wanted to ask how do I publish my game on Google Play Store so that I can get the game to show real ads? Basically I wanted to test my app just for this, to see whether I get real ads upon publishing or not. Thank you.
There's a "beta testing" option, the actual options available are; internal, closed, and open test options that you can use when you upload the .apk file to the google store.
More about it here
The closed/internal one is the one you'd probably be interested in, with the closed one, you actually need to invite people who have a gmail account, so perhaps the internal testing is what you should be look at.

Chartboost ad causes background music to pause in unity 3d android/ios app

I am working on my first mobile game which is mainly music based.
Whenever I show a chartboost interstital ad in my app(ios and android), the background music in my app pauses until the user closes the ad. Is there any way to change this behavior to keep background music playing while an add is shown(or possible never allow audio to be paused in unity or keep it playing during an application pause)?
I've tried searching all over, but couldn't find any info about this. Tried contacting chartboost support a few days ago, haven't herd a response yet either.
Any advice would be much appreciated ^_^

Custom controlls and next and previous buttons for an embedded quicktime movie player

I'm currently working on a website project in asp.net that hosts videos in many different languages. They are in a series of 12 videos so I'd like to be able to embed one video player on the web page and then be able to click a next button and the next video in the list would play. I'd also like to be able to do the save thing with a previous button as well. Also is there a way to play and pause the video with custom controls? I did some research on it and I found some answers in Javascript but then I went to the apple documentation and it said you can no longer use it due to security reasons.
Does anyone have any solutions for any of these? Preferably in asp.net C# but anything will help. Thanks!
This should be doable using the code on apple's website. In fact, I just tried it using ordinary anchor hyperlinks to play and pause a movie. Works fine. Didn't try loading a new url, but it should work too. The security restriction only applies to calling javascript from a QuickTime movie. (Which btw can still be achived using an iframe).

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