Welcome to the release repository of Unity Ads SDK 1.5. Unity Ads SDK 1.5 is now deprecated in favor of Unity Ads SDK 2.0.
First stable version of Unity Ads SDK 2.0 was released on 17th August 2016. It is recommended that all developers using Unity Ads SDK 1.x upgrade to Unity Ads 2.0. Old integrations using Unity Ads 1.x will continue to work but Unity Ads SDK 1.x will no longer get upgrades or bug fixes.
Android releases are available at https://github.com/Unity-Technologies/unity-ads-android
Android transition guide from 1.5 to 2.0 is available at https://github.com/Unity-Technologies/unity-ads-android/wiki/sdk_android_transition_guide
iOS releases are available at https://github.com/Unity-Technologies/unity-ads-ios
iOS transition guide from 1.5 to 2.0 is available at https://github.com/Unity-Technologies/unity-ads-ios/wiki/sdk_ios_transition_guide
To get started, make sure you have an account registered with Unity Ads. If you don't have one, you can create an account at https://unityads.unity3d.com/admin/
For integration and generic documentation, go to http://unityads.unity3d.com/help/index
For source code access or code review, check https://github.com/Applifier/unity-ads
Unity Ads SDK is licensed under the Apache License, Version 2.0 (http://www.apache.org/licenses/LICENSE-2.0.html)
In any issues, please file in issue against https://github.com/Applifier/unity-ads/issues repository, or log a ticket with us by emailing [email protected]
Android
- Fix crash with cache directory I/O errors
- Fix crash on Android 4.1 and older
Android
- Fix issues with Arabic locales
- Clean ProGuard configuration
Android
- Add minimum SDK version to AAR package so Android Studio will not add unnecessary permissions
iOS
- Fix reachability check crash on iOS 9
Android
- Minor fixes
- Add ProGuard configuration to AAR package
iOS
- Fix Bitcode support
- Bug fixes for iOS 9
iOS
- Support for Bitcode in Xcode 7
iOS
- Remove CFBundleExecutable from bundle .plist for compatibility with new App Store submission guidelines
Android
- Refactored activity and context handling
- Images and resources are now in resource files
- External storage permission is completely removed
- Support for legacy Applifier Impact API has been removed
iOS
- Refresh ad inventory after all ads have been watched
- Fixes for appsheet autorotation and mute button issues
- Support for legacy Applifier Impact API has been removed
Android
- Minor fixes
iOS
- Fixes for upcoming iOS 9
Android
- Remove need for external storage permission from Android 4.4 and later
- Add getZone method for getting current zone
- Bug fixes
iOS
- Improved app sheet handling on iOS 8
- Add getZone method for getting current zone
- Bug fixes
First public release of 1.4 SDK.
Android
- Lots of fixes and stability improvements
- Improved video caching
iOS
- Lots of fixes and stability improvements
- Improved video caching
Android
- Check for ad blockers on rooted devices
- Prevent opening caching connections twice
- Android-only release, no changes for iOS
Android
- Allow caching videos over cellular networks
Android
- Restored runtime configuration of debug logging
- Minor fixes
iOS
- Minor fixes
Android
- If game sets a zone that does not exist, then treat the zone as disabled instead of falling back to default zone
- Minor bug fixes
iOS
- If game sets a zone that does not exist, then treat the zone as disabled instead of falling back to default zone
- Minor bug fixes
Unity
- Remove deprecated Unity plugin. Please use Unity Ads package from Unity Asset Store instead.
Android
- Fix handling of backgrounding during video play for launch mode singleTask applications, like Unity
Android
- Fix timer crashes
Android
- Fix null reward item key in video completed callbacks
Unity
- Fixes for Unity plugin
Android
- Fixes for several crashes and null pointers
- Fix issues when destroyed activity gets recreated
- Don't allow ads if there is no network connectivity
Android
- Fix incorrect initialization logic to a more robust version
iOS
- Fail gracefully on invalid server configuration in an edge case
Android
- Move to using Android advertising identifier as a primary tracking identifier
iOS
- Fixes for ApplifierImpact compability layer
- Minor fixes
Android
- Fixes and improvements for Android activity handling
- Minor fixes
Applifier Impact/Everyplay GameAds are now being fully transformed into Unity Ads SDK! Yes, this time SDK API internals and documentation will be around for long term usage.
Migration notes: https://github.com/Applifier/unity-ads/wiki/Transition-from-Applifier-Impact-and-Everyplay-GameAds
iOS
- Compability layer with old ApplifierImpact interface
- Several minor bug fixes
Android
- Always send Google Play advertising ID (mandatory from 1st August 2014)
- Compability layer with old ApplifierImpact interface
- SDK is now available as Android library project
- Refactored SDK to use safer singleton pattern
- Several minor bug fixes
Unity
- Many improvements to Unity plugin integration
- Improved Android integration support
- Added a legacy cleanup script against older Applifier Impact or Everyplay GameAds plugin releases, see migration notes
- Separate game IDs for Android and iOS
- Fix for delays after closing video ad
Android
- Fix video caching issue
Android
- Fix issues with Unity plugin Android manifest
Android
- Fix a rare race condition in video caching code
iOS
- Fix release build to universal binary
- Fix unneccessary asserts on invalid campaign data while using the debug build
Android
- Fix multiple initializations in certain cases
Android
- Fix crash when buffering over very slow connections
- Fix crash when closing end screen on certain zone configurations
iOS & Android
- Improved caching of videos
- Various fixes on both platforms
iOS & Android
- Support for multiple ad-placements with different settings for ads (aka. zones) API
- various minor fixes on both platforms
Android
- Support for Android Advertising ID, requires Google Play Services libraries
- Better adplan performance on Android (New ads checked more frequently)
iOS
- device model detection improvements on iOS
iOS:
- Support for iOS 7
All platforms:
- Added a boolean for the video completion delegate for telling whether the video was skipped or not.
iOS:
- Removed MAC Address and ODIN1 from iOS7 and added plain text Advertising Identifier (IDFA) sending.
- Enabled skipping stalled video.
- Fixed a bug which caused the video end event not being sent always although the user reached the end.
All platforms:
- Improved video playback error handling
iOS:
- Moved network reachability test to background
- Removed duplicate logging events
Unity:
- Fixed a build error on Android
- Fixed Unity wrapper calling outdated canShow instead of canShowAds
All platforms:
- Fixed reward item showing up in the offer screen. Previously it always showed the default item set on the server side. Now the item selection works on the client side, too.
All platforms:
- Fixed mute button functionality when developer settable video muting was on.
iOS:
- Fixed a bug that crashed Unity Ads when user attempted to close the Unity Ads window immediately after starting video playback (Thank you First Touch Games for reporting this issue!).
Android:
- Fixed a bug in instrumentation where WebApp would get erroneous data from native side and log javascript errors.
All platforms:
- Support for muting video sounds & controlling the default setting from code
- Support setting Unity Ads orientation to locked or unlocked to device orientation
- Ability to skip videos after n seconds as a server side configuration
- Better handling of opening iTunes / Google Play
- Improved instrumentation of network status
- Preview capability for loading campaigns of specific advertiser for previewing campaigns on the device
iOS:
- Option to use a Native iOS UI instead of UIWebView in order to save memory
Android:
- Unity Ads no longer requires CHANGE_WIFI_STATE permission
- android:configChanges="keyboardHidden|orientation" require new possible options depending on the developers targetSdk etc. All possible options Unity Ads needs are: "keyboardHidden|orientation|screenLayout|screenSize|smallestScreenSize"
Android:
- Support for Unity3D
- Minor edge-case bugfixes
iOS:
- Support for Unity3D
Android:
- Android support is now officially released, get it while it's hot!
iOS:
- Bugfixes
iOS:
- Support for multiple reward items
Adobe AIR:
- Support for Adobe AIR when running on iOS platforms
iOS:
- Better fallbacks in some cases if data is not received correctly
iOS:
- Refactored view logic for easier integration
- Bug fixes, improved cache policies for video ad caching
Android:
- Android version still in development, should not be used in production apps