http://www.sohu.com/a/160890758_667928
unity官方提供的广告插件unity Ads总体来说还是很方便的,目前只支持安卓和iOS的广告,而且官方已经处理好了unity和安卓或者iOS的调用所以根本不需要再为平台编写中间件进行交互,这点还是很棒的。

看看unity官方宣传,拿《天天过马路》45天赚了1百万美元的广告费进行宣传,想想还真是有点小鸡冻!扯远了~~
下面看看官方的接入教程:
接入有两种办法:
方法一:5.1以上的版本之间可以在Unity编辑器内Window > Services > Ads进行开启
1、在Window > Services > Ads进行开启

2、将开关打开,勾选下面的平台等信息即可(Enable test mode:勾选之后未上线之前,unity发布选项勾选development即可显示测试广告)

3、切换到Code Samples可以看到示例代码,在合适的地方如代码那样调用即可显示广告

方法二:5.1及以下的版本可以在Asset Store下载到插件:下载地址
1、下载完毕后将.unity文件导入到项目中
2、在http://dashboard.unityads.unity3d.com/ 创建项目,获得安卓和iOS的unity
ads的id(储存起来,回头要用)
3、初始化广告
-
if (Advertisement.isSupported) { // If runtime platform is supported...
-
Advertisement.Initialize(gameId, enableTestMode); // ...initialize.
-
}
4、在需要显示广告的地方调用显示广告
●共享一个unity ads帮助类,从unity
ads demo提取出来的,特别好用
-
/// <summary>
-
/// UnityAdsHelper.cs - Written for Unity Ads Asset Store v1.1.4
-
/// by Nikkolai Davenport <[email protected]>
-
/// </summary>
-
-
using System;
-
using UnityEngine;
-
using System.Collections;
-
#if UNITY_IOS || UNITY_ANDROID
-
using UnityEngine.Advertisements;
-
#endif
-
-
public class UnityAdsHelper : MonoBehaviour
-
{
-
public string iosGameID = "24300";
-
public string androidGameID = "24299";
-
-
public bool enableTestMode = true;
-
public bool showInfoLogs;
-
public bool showDebugLogs;
-
public bool showWarningLogs = true;
-
public bool showErrorLogs = true;
-
-
private static Action _handleFinished;
-
private static Action _handleSkipped;
-
private static Action _handleFailed;
-
private static Action _onContinue;
-
-
#if UNITY_IOS || UNITY_ANDROID
-
-
//--- Unity Ads Setup and Initialization
-
-
void Start ()
-
{
-
Debug.Log("Running precheck for Unity Ads initialization...");
-
-
string gameID = null;
-
-
#if UNITY_IOS
-
gameID = iosGameID;
-
#elif UNITY_ANDROID
-
gameID = androidGameID;
-
#endif
-
-
if (!Advertisement.isSupported)
-
{
-
Debug.LogWarning("Unity Ads is not supported on the current runtime platform.");
-
}
-
else if (Advertisement.isInitialized)
-
{
-
Debug.LogWarning("Unity Ads is already initialized.");
-
}
-
else if (string.IsNullOrEmpty(gameID))
-
{
-
Debug.LogError("The game ID value is not set. A valid game ID is required to initialize Unity Ads.");
-
}
-
else
-
{
-
Advertisement.debugLevel = Advertisement.DebugLevel.NONE;
-
if (showInfoLogs) Advertisement.debugLevel |= Advertisement.DebugLevel.INFO;
-
if (showDebugLogs) Advertisement.debugLevel |= Advertisement.DebugLevel.DEBUG;
-
if (showWarningLogs) Advertisement.debugLevel |= Advertisement.DebugLevel.WARNING;
-
if (showErrorLogs) Advertisement.debugLevel |= Advertisement.DebugLevel.ERROR;
-
-
if (enableTestMode && !Debug.isDebugBuild)
-
{
-
Debug.LogWarning("Development Build must be enabled in Build Settings to enable test mode for Unity Ads.");
-
}
-
-
bool isTestModeEnabled = Debug.isDebugBuild && enableTestMode;
-
Debug.Log(string.Format("Precheck done. Initializing Unity Ads for game ID {0} with test mode {1}...",
-
gameID, isTestModeEnabled ? "enabled" : "disabled"));
-
-
Advertisement.Initialize(gameID,isTestModeEnabled);
-
-
StartCoroutine(LogWhenUnityAdsIsInitialized());
-
}
-
}
-
-
private IEnumerator LogWhenUnityAdsIsInitialized ()
-
{
-
float initStartTime = Time.time;
-
-
do yield return new WaitForSeconds(0.1f);
-
while (!Advertisement.isInitialized);
-
-
Debug.Log(string.Format("Unity Ads was initialized in {0:F1} seconds.",Time.time - initStartTime));
-
yield break;
-
}
-
-
//--- Static Helper Methods
-
-
public static bool isShowing { get { return Advertisement.isShowing; }}
-
public static bool isSupported { get { return Advertisement.isSupported; }}
-
public static bool isInitialized { get { return Advertisement.isInitialized; }}
-
-
public static bool IsReady ()
-
{
-
return IsReady(null);
-
}
-
public static bool IsReady (string zoneID)
-
{
-
if (string.IsNullOrEmpty(zoneID)) zoneID = null;
-
-
return Advertisement.isReady(zoneID);
-
}
-
-
public static void ShowAd ()
-
{
-
ShowAd(null,null,null,null,null);
-
}
-
public static void ShowAd (string zoneID)
-
{
-
ShowAd(zoneID,null,null,null,null);
-
}
-
public static void ShowAd (string zoneID, Action handleFinished)
-
{
-
ShowAd(zoneID,handleFinished,null,null,null);
-
}
-
public static void ShowAd (string zoneID, Action handleFinished, Action handleSkipped)
-
{
-
ShowAd(zoneID,handleFinished,handleSkipped,null,null);
-
}
-
public static void ShowAd (string zoneID, Action handleFinished, Action handleSkipped, Action handleFailed)
-
{
-
ShowAd(zoneID,handleFinished,handleSkipped,handleFailed,null);
-
}
-
public static void ShowAd (string zoneID, Action handleFinished, Action handleSkipped, Action handleFailed, Action onContinue)
-
{
-
if (string.IsNullOrEmpty(zoneID)) zoneID = null;
-
-
_handleFinished = handleFinished;
-
_handleSkipped = handleSkipped;
-
_handleFailed = handleFailed;
-
_onContinue = onContinue;
-
-
if (Advertisement.isReady(zoneID))
-
{
-
Debug.Log("Showing ad now...");
-
-
ShowOptions options = new ShowOptions();
-
options.resultCallback = HandleShowResult;
-
options.pause = true;
-
-
Advertisement.Show(zoneID,options);
-
}
-
else
-
{
-
Debug.LogWarning(string.Format("Unable to show ad. The ad placement zone {0} is not ready.",
-
object.ReferenceEquals(zoneID,null) ? "default" : zoneID));
-
}
-
}
-
-
private static void HandleShowResult (ShowResult result)
-
{
-
switch (result)
-
{
-
case ShowResult.Finished:
-
Debug.Log("The ad was successfully shown.");
-
if (!object.ReferenceEquals(_handleFinished,null)) _handleFinished();
-
break;
-
case ShowResult.Skipped:
-
Debug.LogWarning("The ad was skipped before reaching the end.");
-
if (!object.ReferenceEquals(_handleSkipped,null)) _handleSkipped();
-
break;
-
case ShowResult.Failed:
-
Debug.LogError("The ad failed to be shown.");
-
if (!object.ReferenceEquals(_handleFailed,null)) _handleFailed();
-
break;
-
}
-
-
if (!object.ReferenceEquals(_onContinue,null)) _onContinue();
-
}
-
-
#else
-
-
void Start ()
-
{
-
Debug.LogWarning("Unity Ads is not supported under the current build platform.");
-
}
-
-
public static bool isShowing { get { return false; }}
-
public static bool isSupported { get { return false; }}
-
public static bool isInitialized { get { return false; }}
-
-
public static bool IsReady () { return false; }
-
public static bool IsReady (string zoneID) { return false; }
-
-
public static void ShowAd ()
-
{
-
Debug.LogError("Failed to show ad. Unity Ads is not supported under the current build platform.");
-
}
-
public static void ShowAd (string zoneID) { ShowAd(); }
-
public static void ShowAd (string zoneID, Action handleFinished) { ShowAd(); }
-
public static void ShowAd (string zoneID, Action handleFinished, Action handleSkipped) { ShowAd(); }
-
public static void ShowAd (string zoneID, Action handleFinished, Action handleSkipped, Action handleFailed) { ShowAd(); }
-
public static void ShowAd (string zoneID, Action handleFinished, Action handleSkipped, Action handleFailed, Action onContinue) { ShowAd(); }
-
-
#endif
-
}
UnityHelper使用方法:
1、在项目中创建一个GameObject,将上面的代码UnityHelper.cs拖到该对象内,修改安卓和iOS的gameid即可自动初始化

2、在调用显示广告的地方调用接口即可显示,还有显示成功等回调,方便看广告完毕后加生命加金币之类的
-
public void ShowAd ()
-
{
-
if (!UnityAdsHelper.isSupported)
-
return;
-
if (!UnityAdsHelper.isInitialized)
-
return;
-
if (UnityAdsHelper.isShowing)
-
return;
-
UnityAdsHelper.ShowAd (null, ShowAdFinish);
-
}
-
-
public void ShowAdFinish(){
-
//增加道具
-
}
安卓打包问题:
如果有多个sdk,发现是不用合并AndroidManifest.xml文件的,我以为要合并所以合并之后打包正常但是显示广告就闪退了,不知道什么原理,不知道为什么一个项目可以有两个AndroidManifest.xml文件,是unity会自动合并么??有朋友知道的话可以告诉我下。
iOS打包问题:
什么都不用改动,直接打包就行了
碰到的问题:
●安卓打包成功,但是调用显示广告接口闪退?

解决办法:Assets\Plugins\Android\unityads直接放在Assets\Plugins\Android下,什么都不用动,也不用合并AndroidManifest.xml就好了
参考资料:
http://unityads.unity3d.com/help/help/resources
http://unityads.unity3d.com/help/monetization/integration-guide-unity
http://docs.unity3d.com/Manual/UnityAdsHowTo.html