This guide shows you how to use the native ads add-on to implement native ads in a Unity app, as well as some important things to consider along the way.
Native ads match both the form and function of the user experience in which they're placed. They also match the visual design of the app they live within. Ad Manager's native ads format enables publishers to render ads that are seamless with content. You can use this technology to implement highly custom renderings that take full advantage of the native code in Unity apps.
Native ads are shown using the same types of GameObjects
with which you're
already building your apps and can be formatted to match the visual design of
the user experience in which they live. When a native ad loads, your app
receives a native object that contains its assets and the Unity app, rather than
the SDK, displays them.
Prerequisites
- Google Mobile Ads Unity plugin version 7.0.0 or higher.
- Complete the Get started guide.
- Download and install the native ads add-on.
Load native ad formats
Native ads are loaded through the AdLoader
class, which has its own
AdLoader.Builder
class to customize it during creation. The ForNativeAd()
method configures the AdLoader to handle native ads.
private void RequestNativeAd() {
AdLoader adLoader = new AdLoader.Builder(INSERT_AD_UNIT_HERE)
.ForNativeAd()
.Build();
}
Register for AdLoader ad events
To be notified when a native ad either successfully loads or fails to load, add
delegates to the AdLoader
class for the events listed below.
OnNativeAdLoaded
Invoked when a native ad is successfully loaded. It is required to have a delegate for this event to access the ad that loaded.
OnAdFailedToLoad
Invoked when a native ad fails to load.
Load the ad
Once you've finished building an AdLoader
, call its LoadAd()
method to
request an ad:
adLoader.LoadAd(new AdRequest.Builder().Build());
Put the ad request together
The code snippet below demonstrates how to build an AdLoader
that is
configured to request native ads, sets delegates for successful and failed ad
loads, and makes an ad request.
private void RequestNativeAd() {
AdLoader adLoader = new AdLoader.Builder(INSERT_AD_UNIT_HERE)
.ForNativeAd()
.Build();
adLoader.OnNativeAdLoaded += this.HandleNativeAdLoaded;
adLoader.OnAdFailedToLoad += this.HandleAdFailedToLoad;
adLoader.LoadAd(new AdRequest.Builder().Build());
}
Handle failed ad loads
The OnAdFailedToLoad
event is of type EventHandle<AdFailedToLoadEventArgs>
.
Parsing the reason for an ad load failure from this event is shown below.
private void RequestNativeAd() {
...
adLoader.OnAdFailedToLoad += this.HandleNativeAdFailedToLoad;
}
private void HandleNativeAdFailedToLoad(object sender, AdFailedToLoadEventArgs args) {
Debug.Log("Native ad failed to load: " + args.Message);
}
Display a native ad
When a Native Ad loads, the ad event for the corresponding ad format is invoked. Your app is then responsible for displaying the ad, though it doesn't necessarily have to do so immediately.
Handle ad load
The OnNativeAdLoaded
event is of type EventHandler<NativeAdEventArgs>
. The
ad, encapsulated in a NativeAd
object, can be retrieved from
NativeAdEventArgs
as shown:
private NativeAd nativeAd;
...
private void HandleNativeAdLoaded(object sender, NativeAdEventArgs args) {
Debug.Log("Native ad loaded.");
this.nativeAd = args.nativeAd;
}
Retrieve native ad assets
Once ads have loaded, their assets can be accessed as shown below. Graphical
assets are returned as Texture2D
objects and text assets are returned as
string
objects.
private bool nativeAdLoaded;
private NativeAd nativeAd;
void Update() {
...
if (this.nativeAdLoaded) {
this.nativeAdLoaded = false;
// Get Texture2D for the icon asset of native ad.
Texture2D iconTexture = this.nativeAd.GetIconTexture();
// Get string for headline asset of native ad.
string headline = this.nativeAd.GetHeadlineText();
}
}
private void HandleNativeAdLoaded(object sender, NativeAdEventArgs args) {
Debug.Log("Native ad loaded.");
this.nativeAd = args.nativeAd;
this.nativeAdLoaded = true;
}
Note that ad assets should only be accessed on the main thread, for example,
from the Update()
method of a Unity script. Also note the following assets are
not always guaranteed to be present, and should be checked before being
displayed:
GetStarRating()
GetStore()
GetPrice()
GetAdvertiser()
GetIconTexture()
AdChoices asset
It's a requirement to display the AdChoices ad asset as part of the native ad. Also, it's important that the AdChoices ad asset be easily seen, so choose background colors and images appropriately.
Register GameObjects for ad asset
You must register the GameObject
for the ad asset to be displayed in your
Unity app. If registration is successful, the method used to register the
GameObject
returns a bool
. For a List<GameObject>
, the method returns an
int
indicating the successfully registered GameObject
count.
If registration of an ad asset is unsuccessful, impressions and clicks on the corresponding native ad won't be recognized.
if (!this.nativeAd.RegisterIconImageGameObject(icon))
{
// Handle failure to register the icon ad asset.
}
The GameObject
that is registered for an ad asset must have a convex Collider
component that is representative of the size and shape of the GameObject
. If
GameObject
objects registered to ad assets are missing Collider
components
or have an incorrectly configured one, native ads will not operate correctly.
In the code snippet below, a BoxCollider
is added to GameObject
that uses a
TextMesh
to display the headline ad asset of a native ad. Once the
BoxCollider
is attached to the GameObject
, it will automatically scale to
accommodate the text of the TextMesh
component.
// Create GameObject that will display the headline ad asset.
GameObject headline = new GameObject();
headline.AddComponent<TextMesh>();
headline.GetComponent<TextMesh>().characterSize = 0.5 f;
headline.GetComponent<TextMesh>().anchor = TextAnchor.MiddleCenter;
headline.GetComponent<TextMesh>().color = Color.black;
// Get string of the headline asset.
string headlineText = this.nativeAd.GetHeadlineText();
headline.GetComponent<TextMesh>().text = headlineText;
// Add box collider to the GameObject which will automatically scale.
headline.AddComponent<BoxCollider>();
Demo
The following code demonstrates how to retrieve the icon asset of a successfully
loaded native ad, display the icon ad asset by setting the texture of a Quad
,
and register the GameObject
to use to display the asset. This process of
retrieving the ad asset and registering it with the native ad class should be
repeated for each of the assets that the app displays.
private GameObject icon;
private bool nativeAdLoaded;
private NativeAd nativeAd;
...
void Update() {
...
if (this.nativeAdLoaded) {
this.nativeAdLoaded = false;
// Get Texture2D for icon asset of native ad.
Texture2D iconTexture = this.nativeAd.GetIconTexture();
icon = GameObject.CreatePrimitive(PrimitiveType.Quad);
icon.transform.position = new Vector3(1, 1, 1);
icon.transform.localScale = new Vector3(1, 1, 1);
icon.GetComponent<Renderer>().material.mainTexture = iconTexture;
// Register GameObject that will display icon asset of native ad.
if (!this.nativeAd.RegisterIconImageGameObject(icon))
{
// Handle failure to register ad asset.
}
}
}
...
private void HandleNativeAdLoaded(object sender, NativeAdEventArgs args) {
Debug.Log("Native ad loaded.");
this.nativeAd = args.nativeAd;
this.nativeAdLoaded = true;
}