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Unity FAQs

Integration Issues​

Q: Which Unity versions are supported?​

Yodo1 MAS supports Unity 6000.0.66f2 and above.

Q: How do I resolve Android build issues in Unity?​

Common solutions include:

  • Ensure Gradle version compatibility
  • Check Android SDK/NDK versions
  • Verify minimum Android API level is set to 24 or higher and target API level to 35
  • Remove existing ad networks before integration
  • Verify Android resolver settings
  • For "Duplicate Class" errors, use the recommended custom build settings

Q: How do I resolve iOS build issues in Unity?​

Common solutions include:

  • Use CocoaPods integration
  • Verify Xcode project settings
  • Check for framework conflicts
  • Ensure proper iOS resolver settings
  • Configure App Tracking Transparency (ATT) requirements

Ad Implementation​

Q: Why are ads not showing in the Unity Editor?​

Ads only work on actual devices. The Unity Editor is supported only for test ads in recent SDK versions.

Q: How do I implement rewarded ads properly?​

Use the following pattern:

Yodo1U3dRewardAd.GetInstance().OnAdClosedEvent += OnRewardAdClosedEvent;
Yodo1U3dRewardAd.GetInstance().OnAdEarnedEvent += OnRewardAdEarnedEvent;

private void OnRewardAdClosedEvent(Yodo1U3dRewardAd ad)
{
// Rewarded ad closed
}

private void OnRewardAdEarnedEvent(Yodo1U3dRewardAd ad)
{
// Rewarded ad completed, give reward
}

Q: How do I handle game audio and pausing during ads?​

Auto-pause is enabled by default and needs no code: while a Rewarded, Interstitial, or App Open ad is on screen, the SDK sets Time.timeScale to 0 and mutes AudioListener. When the ad closes it restores the exact values it saved, so a game that was already paused (for example by a pause menu) stays paused. Banner and Native ads do not pause the game.

  • If the game manages audio through a custom system instead of AudioListener, it will not be muted automatically; handle it in your own ad callbacks.
  • To opt out of auto-pause, call Yodo1U3dMas.SetAutoPauseGame(false).
  • If the ad-close callback is lost, the SDK force-resumes the game after the auto-pause timeout. The default is 300 seconds of foreground time; lower it with Yodo1U3dMas.SetAutoPauseTimeout(seconds), or pass 0 or a negative value to disable this safety net.
// Resume the game if the ad-close callback is lost
Yodo1U3dMas.SetAutoPauseTimeout(120f);

Testing Issues​

Q: How do I test ads during development?​

Follow these steps:

  • Enable test mode in the MAS dashboard
  • Add your test device ID to the dashboard
  • Use test ads for integration verification
  • Verify privacy settings are properly configured
  • Check that your App Key and AdMob ID are correct

Q: Why am I seeing build errors with ExternalDependencyManager?​

Common solutions:

  • Update to the latest EDM4U version
  • Clear the Library folder and rebuild
  • Check for conflicts with other plugins using EDM4U
  • Verify all required dependencies are properly resolved