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 pass0or 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