unity Firebase auth state - c#

I am trying to implement the auth state change with firebase in unity. I dont know if i do it right cuz the doc kinda unclear for me. a good sample of code from your guys would be super respectful from me. this is the link of the doc. https://firebase.google.com/docs/auth/unity/manage-users?authuser=0
and the title is (Get the currently signed-in user) in the doc. I really need help guys. I dont understand how to use it correctly.I have tried to get help from the firebase dev but haven't got a response. I you guys want a close detail we can chat at discord. Just let me know. :)
DatabaseReference reference;
public static Login instance;
FirebaseAuth auth;
FirebaseUser Player;
bool isServiceAvailable;
bool isAuthenticated;
public Text TEXTName;
public Text TEXTID;
public Text Data;
public Text State;
private User user;
private void Awake()
{
if (instance != null)
{
Destroy(gameObject);
}
else
{
instance = this;
DontDestroyOnLoad(gameObject);
}
}
// Start is called before the first frame update
void Start()
{
FirebaseApp.DefaultInstance.SetEditorDatabaseUrl(" I hide the url");
reference = FirebaseDatabase.DefaultInstance.RootReference;
State.text = "Checking state";
InitializeFirebase();
LogInUser();
}
// Update is called once per frame
void Update()
{
}
// Handle initialization of the necessary firebase modules:
void InitializeFirebase()
{
Debug.Log("Setting up Firebase Auth");
auth = Firebase.Auth.FirebaseAuth.DefaultInstance;
auth.StateChanged += AuthStateChanged;
AuthStateChanged(this, null);
}
// Track state changes of the auth object.
void AuthStateChanged(object sender, System.EventArgs eventArgs)
{
if (auth.CurrentUser != Player)
{
bool signedIn = Player != auth.CurrentUser && auth.CurrentUser != null;
if (!signedIn && user != null)
{
Debug.Log("Signed out " + Player.UserId);
State.text = "Sign out";
}
Player = auth.CurrentUser;
if (signedIn)
{
Debug.Log("Signed in " + Player.UserId);
State.text = "Sign in";
}
}
}
void OnDestroy()
{
auth.StateChanged -= AuthStateChanged;
auth = null;
}
public void SignIn()
{
FirebaseAuth auth = FirebaseAuth.DefaultInstance;
auth.SignInWithEmailAndPasswordAsync(TEXTID.text, TEXTName.text).ContinueWith(task =>
{
if (task.IsCanceled)
{
Debug.LogError("SignInWithEmailAndPasswordAsync was canceled.");
return;
}
if (task.IsFaulted)
{
Debug.LogError("SignInWithEmailAndPasswordAsync encountered an error: " + task.Exception);
return;
}
FirebaseUser newUser = task.Result;
Debug.LogFormat("User signed in successfully: {0} ({1})",
newUser.DisplayName, newUser.UserId);
});
}

I have good news, there is a sample and a video tutorial!
With that said, let me go through a quick impromptu code review:
You are registering the event correctly, and even unregistering in OnDestroy (I find that many folk who are used to UnityEvent will omit this step).
I don't think the check against player is doing what you want though. I would make two changes:
First, I'd change ContinueWith to ContinueWithOnMainThread. If you ever end up making any calls into the UnityEngine namespace other than Debug.Log, you're asking for trouble.
Next, FirebaseUser is implemented in sort of an odd way right now. It references a global static object on the C++ side rather than being a typical PIMPL construct. There are various reasons for this, and it is being worked on, but I wouldn't count on comparisons other than the comparison to null saving you any time right now. This likely won't cause any issues with the code you've posted other than adding a few redundant checks (and Player.UserId might be unreliable in your sign out logic), but if you plan to cache FirebaseUser for comparison later, it won't work the way you think it will work.

Related

How To Cancel a Notification When Android App is Closed By Swipe?

When you close the app by swiping it in recent apps, it will cancel any services and terminate most aspects of the app gracefully. However, if there are any notifications that were SetOngoing(true), then these will remain if the app suddenly is closed, and there aren't any services that listen for the app's termination.
What is the right way to deal with this problem?
Recently, I coded a music player, and I arranged it such that in the OnStop for my activities, the notification is canceled (and so is the thread updating the progress bar within it). Then, OnResume, I trigger the notification again.
If they "recent apps swipe" it away, or click away, the notification goes away now, as long as the music isn't playing. So to get rid of the notification, you have to pause it, and then swipe away. Otherwise, there is a leak memory if the app is closed by swipe, where the notification remains open and is buggy afterwards if the app is reopened, and the app crashes if you click the notification (though maybe that's because I can't figure out how to get started with saved state bundles). Likewise, there is a problem if you let the app close the notification every OnStop, as then it will be closed as the user does other things with their phone, even though the music is playing (which sort of defeats the point of it right?)
Are there other better ways to handle this? Who has a good saved state bundle if that is indeed relevant to my issue?
Thanks for the discussion
You can cancel the notification when android App is closed by swipe with the following code:
[Service]
      public class ForegroundServiceDemo : Service
      {
           
            public override void OnTaskRemoved(Intent rootIntent)
            {
                  //this.StopSelf();
                  //this.StopForeground(StopForegroundFlags.Remove);
                  this.StopService(new Intent(this,typeof(ForegroundServiceDemo)));
                  base.OnTaskRemoved(rootIntent);     
            }
           
      }
By overriding the OnTaskRemoved method of the service, the system will call this method when user closes the app by swipe. And each of the three lines code can cancel the notification and stop the service when the app is closed by swipe.
I found this, finally, after trying every search terms imaginable, and wow there is a whole section on this. I do not have it working yet, but I can report back with code when I do. Here is the solution: https://developer.android.com/guide/topics/media-apps/media-apps-overview
Seems you have to implement the media player service as a specific kind of service that registers to the notification. I am in the process of refactoring the heart of my code, which perhaps should be terrifying, but feels more like the final algorithm on a Rubix's cube... I will report back in like 10 work hours with some working code (I hope).
Thanks to everyone contributing on this discussion!
OK, so, after much dabbling and dozens of work hours... I have found the best way to handle this issue is to create a MediaBrowserService with a MediaSession. In the notification creation code, it is very particular about how you start that notification (which has to be in the Foreground and bound to the MediaSession). Once this is done, the notification will stay open, even if you close the app, and clicking it will always bring you back to the activity bound to the service (see the supplied code below). Then, you just have a button on the notification to close itself and the app. Voila, a notification that does NOT remain open if the app is closed from the recent apps, etc.
public static void CancelNotificationBreadCrumb()
{
if (cts != null)
{
cts.Cancel();
Thread.Sleep(250);
// Cancellation should have happened, so call Dispose
cts.Dispose();
MyLogger.Debug("MyMediaPlayer: CloseEntireApp: Notification should have been disposed.");
}
}
public static void NotificationNowPlayingBreadCrumb()
{
try
{
Intent intent = MenuManager.GetGoToNowPlayingIntent(context, GetCurrentlyPlaying());
manager = (NotificationManager)context.GetSystemService(NotificationService);
PendingIntent pendingIntent = PendingIntent.GetActivity(context, 1, intent, PendingIntentFlags.Immutable);
NotificationChannel notificationChannel = new NotificationChannel(ChannelId, ChannelId, NotificationImportance.Low);
notificationChannel.EnableLights(false);
notificationChannel.EnableVibration(false);
notificationChannel.SetSound(null, null);
//notificationChannel.SetVibrationPattern(new long[] { 10, 20 });
manager.CreateNotificationChannel(notificationChannel);
Notification notification = NowPlayingAdapter.InflateNotification(context, currentFile, ChannelId, pendingIntent);
service.StartForeground(MY_MEDIA_NOTIFICATION_ID, notification);
manager.Notify(MY_MEDIA_NOTIFICATION_ID, notification);
// Then trigger the thread to update the real-time features
if (cts == null || cts.IsCancellationRequested)
cts = new CancellationTokenSource();
ThreadPool.QueueUserWorkItem(new WaitCallback(RunInBackground), cts.Token);
} catch(Exception e)
{
string message = "MyMediaPlayer: NotificationNowPlayingBreadCrumb: Could not create now playing breadcrumb notification; message: " + e.Message;
MyLogger.Error(message);
}
}
public static void CloseEntireApp()
{
MyLogger.Trace("MyMediaPlayer: Entering CloseEntireApp...");
if (player != null)
player.Release();
CancelNotificationBreadCrumb();
MediaReceiver.Dispose();
MediaSession.Dispose();
MyLogger.Trace("MyMediaPlayer: CloseEntireApp is Killing App. Good bye!");
service.StopSelf();
Android.OS.Process.KillProcess(Android.OS.Process.MyPid());
}
Here is the OnCreate method for my service:
public class MyMediaPlayer : MediaBrowserServiceCompat
{
private static MediaPlayer? player;
private static MusicAppFile? currentFile;
private static List<MusicAppFile>? allFilesInCurrentContext;
private static Context? context;
private static List<int> recentIndexes = new List<int>();
private static int maxRecentIndexes = 30;
private static bool shuffleMode = false;
private static ViewGroup? Parent;
private static NotificationManager? manager;
private static CancellationTokenSource? cts;
public static MediaButtonReceiver? MediaReceiver;
public static MediaSessionCompat? MediaSession;
private static PlaybackStateCompat.Builder stateBuilder;
private static MediaBrowserServiceCompat service;
public IBinder Binder { get; private set; }
public const string ActionPlay = "com.xamarin.action.PLAY";
public const string ActionPause = "com.xamarin.action.PAUSE";
public const string ActionNext = "com.xamarin.action.NEXT";
public const string ActionStop = "com.xamarin.action.STOP";
public const string ActionBack = "com.xamarin.action.BACK";
public const string ActionCloseApp = "com.xamarin.action.CLOSEAPP";
public static string ChannelId = "NowPlayingNote";
public static string MY_MEDIA_ROOT_ID = "media_root_id";
public static int MY_MEDIA_NOTIFICATION_ID = 1111111;
public static string MY_MEDIA_TAG = "media_tag";
public override void OnCreate()
{
base.OnCreate();
// Create a MediaSessionCompat
MediaSession = new MediaSessionCompat(context, MY_MEDIA_TAG);
// Enable callbacks from MediaButtons and TransportControls
MediaSession.SetFlags(
MediaSessionCompat.FlagHandlesMediaButtons |
MediaSessionCompat.FlagHandlesTransportControls);
// Set an initial PlaybackState with ACTION_PLAY, so media buttons can start the player
stateBuilder = new PlaybackStateCompat.Builder()
.SetActions(
PlaybackStateCompat.ActionPlay |
PlaybackStateCompat.ActionPlayPause |
PlaybackStateCompat.ActionSkipToNext |
PlaybackStateCompat.ActionSkipToPrevious |
PlaybackStateCompat.ActionStop);
MediaSession.SetPlaybackState(stateBuilder.Build());
// MySessionCallback() don't do this. C# isn't as good at doing callbacks because you can't define them inline
// MediaSession.SetCallback(new MediaSessionCallback(this));
service = this;
// Set the session's token so that client activities can communicate with it.
SessionToken = MediaSession.SessionToken;
}
...
I create this service when they click to select a file in one of the menu activities (so in a method called by a method called by an OnClick delegate):
if (musicMenu != null)
{
bool stillPlayingSameFile = MyMediaPlayer.UpdateCurrentContext(c, musicMenu, mf);
if (cts == null)
{
// Start the service and tell it to call play
InitiateMediaBrowserService(c);
} else
{
MyMediaPlayer.Play(stillPlayingSameFile);
}
}
GoToNowPlaying(c, mf);
and the inner service there:
public static void InitiateMediaBrowserService(Context c)
{
// Start the service and tell it to call play
Intent intent = new Intent(c, typeof(MyMediaPlayer));
intent.SetAction(MyMediaPlayer.ActionPlay);
cts = new CancellationTokenSource();
Platform.AppContext.StartForegroundService(intent);
}
Ok, so now the play service, which is triggered from the action play intent here, and makes the call to start the notification, which is where the StartForeground call is made (see the first snippet at the top):
public static void Play(bool stillPlayingSameFile)
{
// If the player has not been created before, or it is a new track, then it needs to be recreated
if (player == null || !stillPlayingSameFile)
{
// If we're here to recreate the player, destroy the old one in memory first
if (player != null)
player.Release();
// Then add the new player
if (currentFile != null)
{
Uri uri = Android.Net.Uri.Parse(currentFile.FilePath);
MediaPlayer media = MediaPlayer.Create(context, uri);
media.Completion += OnCompletion;
if (MediaReceiver == null)
MediaReceiver = new MediaButtonReceiver(context);
media.RoutingChanged += MediaReceiver.OnRoutingChanged;
player = media;
player.SetWakeMode(context, WakeLockFlags.Partial);
}
// Finally, add this file to the list of those recently played
int indexToPlay = allFilesInCurrentContext.IndexOf(currentFile);
if (indexToPlay >= 0)
recentIndexes.Add(indexToPlay);
if (recentIndexes.Count > maxRecentIndexes)
recentIndexes.RemoveAt(0);
}
// Finally start the player, which picks up where left off if this is the same track
if (!IsPlaying() || !stillPlayingSameFile)
{
player.Start();
NotificationNowPlayingBreadCrumb();
}
}
The MediaButtonReceiver and MediaBroadcastReceiver classes are pretty straightforward, so comment if you really need that code. One other thing to note is that you do have to bind the service to an activity (I suggest the now playing activity):
protected override void OnStart()
{
base.OnStart();
//Config.ConfigureBluetoothIntegration(this); TODO remove this
Intent serviceToStart = new Intent(this, typeof(MyMediaPlayer));
//serviceToStart.SetAction(MyMediaPlayer.ActionPlay);
BindService(serviceToStart, new ServiceConnection(this), Bind.AutoCreate);
}
So there, now there IS an example of how to use the MediaSession and MediaSessionCompat and MediaBrowserServiceCompat online somewhere. Even ChatGPT could not find an example or tell me how to do this. You are welcome, internet. Enjoy your coding!

How to keep multiple editor tool enabled at once in Unity GUI?

I have created a simple custom editor tool, which allows me to keep mouse position in a straight line. I require this to draw texture on a terrain in a straight line. Unfortunately, when I enable "Paint texture" tool in the terrain editor in inspector, my custom tool gets disabled and vice-versa. How can I keep both my custom tool and terrain paint tool enabled at once?
Custom tool selected but paint texture is deactivated-
Custom tool got deselected on paint texture selection-
Following is the OnToolGUI method
public override void OnToolGUI(EditorWindow window)
{
HandleUtility.AddDefaultControl(GUIUtility.GetControlID(FocusType.Passive));
Event e = Event.current;
if (!(window is SceneView))
return;
if (!ToolManager.IsActiveTool(this))
return;
if (e.shift)
{
if (e.type == EventType.MouseDown)
{
if (e.button == 0)
{
downY = e.mousePosition.y;
}
}
if (e.type == EventType.MouseDrag)
{
if (e.button == 0)
{
e.mousePosition = new Vector2(e.mousePosition.x, downY);
Debug.Log("Mouse Position: " + e.mousePosition);
}
}
}
As mentioned in the comments I guess it simply is the nature of the tools that they are exclusive and you can only have one active at a time.
As alternative I would rather simply
enable/disable this via a general header menu entry
(optionally) store that decision persistent in EditorPrefs (pretty much like PlayerPrefs but for the editor itself)
and accordingly attach a listener to SceneView.duringSceneGui
This could look somewhat like e.g.
public static class StraightLineTool
{
// Used for the displayed menu labels
// and also simply (ab)used as the unique key for the EditorPrefs
private const string k_MenuName = "My Tools/Straight Line Tool";
private static float downY;
// Property for simplifying access and setting more centralized
private static bool IsEnabled
{
get => EditorPrefs.GetBool(k_MenuName, false);
set => EditorPrefs.SetBool(k_MenuName, value);
}
// method to be called when clicking the menu button
[MenuItem(k_MenuName)]
private static void ToggleEnabled()
{
IsEnabled = !IsEnabled;
ApplySettings();
}
// adding a checkmark when is enabled and simply always allow to click it
[MenuItem(k_MenuName, true)]
private static bool ToggleEnabledValidate()
{
Menu.SetChecked(k_MenuName, IsEnabled);
return true;
}
// Called on every project loading or code recompilation
[InitializeOnLoadMethod]
private static void Initialize()
{
EditorApplication.delayCall -= ApplySettings;
EditorApplication.delayCall += ApplySettings;
}
private static void ApplySettings()
{
// remove so only happening once
EditorApplication.delayCall -= ApplySettings;
SceneView.duringSceneGui -= OnSceneGUI;
if (IsEnabled)
{
// if enabled start listening
SceneView.duringSceneGui += OnSceneGUI;
}
}
// Callback listening to any SceneView.duringSceneGui
private static void OnSceneGUI(SceneView sceneView)
{
// Not sure tbh what this does or if you need it still in this approach
// HandleUtility.AddDefaultControl(GUIUtility.GetControlID(FocusType.Passive));
var currentEvent = Event.current;
if (currentEvent.shift)
{
if (currentEvent.type == EventType.MouseDown)
{
if (currentEvent.button == 0)
{
downY = currentEvent.mousePosition.y;
}
}
if (currentEvent.type == EventType.MouseDrag)
{
if (currentEvent.button == 0)
{
currentEvent.mousePosition = new Vector2(currentEvent.mousePosition.x, downY);
Debug.Log("Mouse Position: " + currentEvent.mousePosition);
}
}
}
}
}
=> using this the tool will be enabled/disabled persistent even when restarting Unity
Then using this as start point you can probably still try to somehow integrate this somewhere more nicely into the SceneView menus - but maybe that is also overkill ;)

Agora.io - When other user leave channel and rejoin, the video stream of the other user hanged/stopped updating

I tried to do a video streaming application with Unity and I have successfully connect two user and are able to video chat & sharescreen. The problem is now when the other/second user press leave channel and rejoin again, first user will see the second user screen just stopped at the last frame. Only way to deal with it right now is to exit Unity play mode and re-enter again. Below are the code:
void LoadEngine()
{
print("Loading Engine...");
if (engine != null)
{
print("Engine already exists. Please unload it first!");
return;
}
engine = IRtcEngine.GetEngine(appId);
engine.SetLogFilter(LOG_FILTER.DEBUG);
}
void UnloadEngine()
{
print("Unloading Engine...");
if (engine != null)
{
IRtcEngine.Destroy();
engine = null;
}
}
void EnableVideo(bool yes)
{
engine.DisableAudio();
if (yes)
{
engine.EnableVideo();
engine.EnableVideoObserver();
}
else
{
engine.DisableVideo();
engine.DisableVideoObserver();
}
}
private void JoinChannel()
{
print("Joining Channel...");
EnableVideo(true);
// add our callback to handle Agora events
engine.OnJoinChannelSuccess += OnJoinChannelSuccess;
engine.OnUserJoined += OnUserJoined;
engine.OnUserOffline += OnUserLeave;
engine.OnLeaveChannel += OnLeaveChannel;
button_Join.onClick.RemoveListener(JoinChannel);
button_Join.onClick.AddListener(LeaveChannel);
button_Join.GetComponentInChildren<Text>().text = "Leave Channel";
if (string.IsNullOrEmpty(channelName))
{
return;
}
engine.JoinChannel(channelName, null, 0);
}
private void LeaveChannel()
{
print("Leaving Channel...");
button_Join.onClick.RemoveListener(LeaveChannel);
button_Join.onClick.AddListener(JoinChannel);
button_Join.GetComponentInChildren<Text>().text = "Join Channel";
playerOne.Clear();
playerTwo.Clear();
engine.LeaveChannel();
EnableVideo(false);
engine.OnJoinChannelSuccess -= OnJoinChannelSuccess;
engine.OnUserJoined -= OnUserJoined;
engine.OnUserOffline -= OnUserLeave;
engine.OnLeaveChannel -= OnLeaveChannel;
}
private void OnJoinChannelSuccess(string channelName, uint uid, int elapsed)
{
print("Joined with uid " + uid);
myId = uid;
playerOne.Set(0);
}
private void OnUserJoined(uint uid, int elapsed)
{
string userJoinedMessage = string.Format("onUserJoined callback uid {0} with elapsed {1}", uid, elapsed);
print(userJoinedMessage);
playerTwo.Set(uid);
}
private void OnUserLeave(uint uid, USER_OFFLINE_REASON reason)
{
string userLeaveMessage = string.Format("onUserOffline callback uid {0} with reason {1}", uid, reason);
print(userLeaveMessage);
playerTwo.Clear();
}
private void OnLeaveChannel(RtcStats stats)
{
playerTwo.Clear();
}
private void OnApplicationQuit()
{
UnloadEngine();
}
Is there anything I missed out in the code?
Edit
I suspect this is Agora API bugs where the video surface will not continue to stream the video when the UID was being changed in the runtime. This explained when the same user leave and rejoin, he will get different uid everytime he rejoin. The video surface will need to set UID to another number which causes the video surface stopped streaming.
Solution
I solved it using unity instantiate to real time instantiate the video surface when connected to channel and destroy the video surface game object when leaving a channel.
first of all, great name! ;)
I'm glad that you were able to work out a solution.
Another technique you can try, is calling:
yourVideoSurface.SetForUser(yourNewUID);
It looks like you're already implicitly doing that in your playerOne.Set(0) call, however I'd figure I'd mention it just in case.
I had the same issue in Unity. The tmp was returning -1. In the Update loop of VideoSurface.cs if this occurs, the update loop stops.
if (tmpi == -1)
return;
I agree with Jeremy, the Agora VideoSurface doesn't support changing users. I set the UID on the VideoSurface manually and it fixed the issue. I also agree that the sdk implies that it would change- which is misleading and frustrating.
I believe the issue may occur because VideoSurface.cs sets uint uid = mUid; in the update loop, so it is set to the default ID when the Unity scene starts then errors out when videoSurface.SetForUser(uid); is called by TestHelloUnityVideo when a user joins.

Having trouble adding to a List that exists

So I have a user script that contains a List inventory. Then I use a public static User user to access a single user's information throughout the game.
The problem is at some point I'm losing the link to that inventory.
In the awake function if I call Debug.Log(User.user.inventory.Count), it prints 0.
however if i try and access this inventory at any future time I get a Null Reference error as if it doesn't exist and can't add to it.
If I make the size of the list in the inspector to 1, then it somehow exists and I can add things to it forever, however then I have a dead spot at index 0.
private void AddItemToInventory(ItemObject item, Image uiSprite)
{
User.user.inventory.Add(item);
uiSprite.sprite = GenerateOrbRaritySprite(RaritySprites.raritySprites, item.rarity);
uiSprite.enabled = true;
}
It is failing on the inventory lookup, even though I can see it in the inspector fine.
My User has the following Awake() function so that it stays between scenes:
void Awake()
{
if(user == null)
{
user = this;
DontDestroyOnLoad(gameObject);
}
else if (user != this)
{
Destroy(gameObject);
}
}
Any ideas? Thank you!
Try with just one User.
private void AddItemToInventory(ItemObject item, Image uiSprite)
{
user.inventory.add(item);
uiSprite.sprite = GenerateOrbRaritySprite(RaritySprites.raritySprites, item.rarity);
uiSprite.enabled = true;
}
And since this method doesn't have access to the user the user will need passed in as a parameter.
private void AddItemToInventory(User user, ItemObject item, Image uiSprite)
{
user.inventory.add(item);
uiSprite.sprite = GenerateOrbRaritySprite(RaritySprites.raritySprites, item.rarity);
uiSprite.enabled = true;
}

Find if a full video was watched with unity ads

I am allowing users to be rewarded for watching unity video ads with a button click. When you click the button if the ad is ready it displays a video without the option to skip. I add points to the currency as well.
Advertisement.Show ("rewardedVideoZone");
currency += 10;
The ads run fine, at least in test mode, and you cannot skip them. You are also rewarded the 10 points for watching. The problem is that if I start an ad, close my app, then re-open it the ad is gone and I have the 10 extra points.
Is there a way of finding if a user watched the full video to prevent someone from cheating it?
Yup, there is. What you can use is the ShowOptions.resultCallback event to detect whether the user has finished seeing the ad.
Specifically, the event has a parameter ShowResult, which will have a value of ShowResult.Finished if the user watched the ad completely.
Partial Example
if(Advertisement.IsReady("rewardedVideoZone")) {
var showOptions = new ShowOptions();
showOptions.resultCallback += ResultCallback;
Advertisement.Show("rewardedVideoZone", showOptions);
}
private void ResultCallback (ShowResult result) {
if(result == ShowResult.Finished) {
currency += 10;
}
else {
Debug.Log ("No award given. Result was :: "+result);
}
}
Use this code:
using UnityEngine;
using UnityEngine.Advertisements;
public class UnityAdsExample : MonoBehaviour
{
public void ShowRewardedAd()
{
if (Advertisement.IsReady("rewardedVideo"))
{
var options = new ShowOptions { resultCallback = HandleShowResult };
Advertisement.Show("rewardedVideo", options);
}
}
private void HandleShowResult(ShowResult result)
{
switch (result)
{
case ShowResult.Finished:
Debug.Log("The ad was successfully shown.");
//
// YOUR CODE TO REWARD THE GAMER
// Give coins etc.
break;
case ShowResult.Skipped:
Debug.Log("The ad was skipped before reaching the end.");
break;
case ShowResult.Failed:
Debug.LogError("The ad failed to be shown.");
break;
}
}
}
For more info check the documentations.

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