C# rewarded ads unity
using UnityEngine; using UnityEngine.Advertisements; public class RewardedAdsScript : MonoBehaviour, IUnityAdsListener { string gameId = "1234567"; string mySurfacingId = "rewardedVideo"; bool testMode = true; // Initialize the Ads listener and service: void Start () { Advertisement.AddListener (this); Advertisement.Initialize (gameId, testMode); } public void ShowRewardedVideo() { // Check if UnityAds ready before calling Show method: if (Advertisement.IsReady(mySurfacingId)) { Advertisement.Show(mySurfacingId); } else { Debug.Log("Rewarded video is not ready at the moment! Please try again later!"); } } // Implement IUnityAdsListener interface methods: public void OnUnityAdsDidFinish (string surfacingId, ShowResult showResult) { // Define conditional logic for each ad completion status: if (showResult == ShowResult.Finished) { // Reward the user for watching the ad to completion. } else if (showResult == ShowResult.Skipped) { // Do not reward the user for skipping the ad. } else if (showResult == ShowResult.Failed) { Debug.LogWarning ("The ad did not finish due to an error."); } } public void OnUnityAdsReady (string surfacingId) { // If the ready Ad Unit or legacy Placement is rewarded, show the ad: if (surfacingId == mySurfacingId) { // Optional actions to take when theAd Unit or legacy Placement becomes ready (for example, enable the rewarded ads button) } } public void OnUnityAdsDidError (string message) { // Log the error. } public void OnUnityAdsDidStart (string surfacingId) { // Optional actions to take when the end-users triggers an ad. } // When the object that subscribes to ad events is destroyed, remove the listener: public void OnDestroy() { Advertisement.RemoveListener(this); } }