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NativeAdHolder
GreedyBM edited this page Aug 22, 2024
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Native Ad Holders communicate with the PubScaleManager to send ad requests and receive ad fills. It is the packaging unit of a single native ad placement in your scene and handles how and when to make Ad requests.
Name | Description |
---|---|
adTag | This tag is used to identify an Ad placement in your game to track log events. Make sure they are unique. |
canvas | Reference to the parent canvas component. |
placeholder | This game object will be shown before the Ad loads and will get disabled once the ad is loaded. |
adDisplay | Reference to the default NativeAdDisplayHandler component which will determine how the native ad is shown once it is loaded. |
MORE FORMATS (Optional) | You can add more display variations. At runtime, the plugin selects the best variant based on the ad received. |
landscapeAdFormats | List of NativeAdDisplayHandlers tailored for Ads with a Landscape product image. |
portraitAdFormats | List of NativeAdDisplayHandler tailored for Ads with a Portrait product image. |
nonMediaType | List of NativeAdDisplayHandler which handles cases when the advertisement does not have a product image. |
UseExtraFormats | Boolean that tells the SDK to search the extra landscape and portrait formats at runtime when set to true. Otherwise, it will use only the default format assigned to adDisplay field. |
AdLoaded | Boolean that can used to check if an ad has just been loaded. It is reset to false when a new request to the ad cache is made. |
AD FETCH OPTIONS | |
AutoFetch | If enabled, the Ad will automatically be requested in OnEnable for the Game Object |
TriggerFetchWithCollider | If enabled, the Ad request will be made when a collider with a certain tag enters inside the bounds of the attached collider component. Make sure the IsTrigger is checked for the collider |
TriggerOnCollisionWithTag | The game object Tag that will trigger the Ad request if TriggerFetchWithCollider is enabled |
If both the above are deselected, the Ad Holder expects you to invoke FetchAd() manually from another script | |
RefreshRate | The Native Ad Holder makes a new ad request using this delay value after an impression is registered on the current ad displayed. The recommended value is 30s after an impression. |
All these methods can be overloaded
Name | Description |
---|---|
FetchAd | Generates request for a new Ad. |
DisableAd | Switch between the Ad loading state and the Ad filled state. ( The AdDisplayHandler is disabled and the placeholder object is activated. |
HideAd | Introduced in 1.4.1. This is a more convenient API built over DisableAd |
UnHideAd | Introduced in 1.4.1. This is a more convenient API built over DisableAd that automates some additional checks |
StopRefresh | Stops the Ad unit refresh calls. |
ResetTriggerByColliderAdFetchCondition | Resets the condition to trigger a FetchAd call when using Collider as trigger |
Name | Description |
---|---|
Event_AdRequest | Action Raised before the referenced NativeAdHolder component request for new Ad from the ad cache. |
Event_OnNativeAdActive | Action Raised when any NativeAdHolder component gets activated in the scene. |
Event_AdLoaded | Action Raised when the referenced NativeAdHolder component receives its Ad fill from ad cache. |
Event_AdFailed | Deprecated API from legacy versions of SDK. Avoid using this event as it will be removed from future versions. |
Event_AdImpression | Action Raised when the referenced NativeAdHolder component registers an impression for the loaded Ad. |
Event_AdClicked | Action Raised when the referenced NativeAdHolder component registers click for the active Ad. |
Event_OnAdPaid | Action Raised when the impression level revenue is available for the current impression. |
** Please make sure to subscribe to Event_AdRequest in the Awake() callback to not miss the Auto-Fetch ad requests that is triggered in OnEnable() **