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Unity Plugin Integration

Table of Contents

 

 

1. Unity Integration


 

 

1.1 - Download Unity Plugin

 

  Download Unity Plugin

 

 

1.2 - Import the Unity Platform Plugin

 

Inside your project, go to Assets > Import Package > Custom Package… and open the lib/aerserv-unity-plugin-1.x.x.unitypackage

The following files should have been added to your project’s Assets folder when you imported the Unity plugin:

  • Plugins/Android/aerserv-sdk.jar
  • Plugins/Android/aerserv-sdk-unity.jar
  • Plugins/Android/lib/armeabi-v7a/libaerserv-sdk-unity.so
  • Plugins/Android/lib/x86/libaerserv-sdk-unity.so (*)
  • Plugins/iOS/AerServSDK.framework
  • Plugins/iOS/libaerserv-sdk-unity.a
  • Src/AerServ/AerServNativeAdapter.cs
  • Src/AerServ/SDK.cs
  • Src/Editor/Builder.cs
  • Src/SampleApp/SampleApp.cs (**)

 

 
Please Note: 
(*) This is only required if x86 devices are included in the device filter in Unity. (**) This is a optional import and is only needed if you plan to build our SampleApp for testing.

 

 

1.3 - Building the AerServ Sample App (Optional)

 

  1. Create a new Unity project.
  2. Import the AerServ Unity platform plugin
  3. Inside Unity’s project tab, select Scene 1 .
  4. Inside the hierarchy tab, select Main Camera.
  5. Inside the Inspector tab, add Sample App as a component to the scene. You’ll find the Sample App file under Script > AerServ after clicking on Add Components button.
  6. Continue to Step 2: Building the Project for iOS to build the Sample App for iOS.
  7. Continue to Step 3: Building the Project for Android to build the Sample App for Android.

  

After building the sample app, you can use any of our test placement to see a ad:

  • aerVideo - PLC #1000741
  • aerWall - PLC #1000741
  • aerBanner (300x250) - PLC #1001286
  • aerBanner (320x50) - PLC #1024876
  • aerBanner (728x90) - PLC #1000835
  • aerBanner (320x480) - PLC #1000836 

 

 

1.4 - Initialize AerServ

 

You must initialize our SDK.  We recommend that you invoke this initialization routine at least 10 seconds before you intend to show your first ad.

To initialize the SDK, invoke the following: 

AerServ.SDK.InitSdk(“APP_ID”);

  

How to obtain the app ID:

  1. Log on to the AerServ platform.
  2. Go to the 'Inventory' tab in the top navigation bar.
  3. Click the 'Edit' icon next to the app whose ID you wish to obtain.
  4. You will find the app ID at the very top of the page.

 

1.5 - Display Banner Ads

 

The AerServ platform plugin uses a static class, by simply calling AerServ.SDK.ShowBanner, the plugin will immediately try and display a banner.

 

AerServ.SDK.ShowBanner(plc, banner_width, banner_height,   
         AerServ.SDK.BANNER_BOTTOM, aerServEventCallBack, config);

 

The following are the parameter that’s passed into AerServ.SDK.ShowBanner:

  • The plc is a string object containing the placement. You can find and manage your placement in the AerServ dashboard.
  • The banner_width is the width of the banner in density pixels.
  • The banner_height is the height of the banner in density pixels.
  • For the location of where the banner is display you can use either AerServ.SDK.BANNER_BOTTOM for the bottom of the screen or AerServ.SDK.BANNER_TOP for the top of the screen.
  • The aerServEventCallBack is a function pointer for the AerServ events. For more detail on the the configuration setting please refer to “Complete list of Configuration Key” in the “Additional Settings” section.
  • The config is a dictionary with the configuration settings for the ad request. For more detail on the configuration setting please refer to “Complete list of Configuration Key” in the “Additional Settings” section.

 

 

1.6 - Display Interstitial Ads

 

The AerServ platform plugin uses a static class, by simply calling AerServ.SDK.LoadInterstitial, the plugin will immediately try and display an interstitial.

 

AerServ.SDK.LoadInterstitial(plc, aerServEventCallBack, config);

 

The following are the parameter that’s passed into AerServ.SDK.LoadInterstitial:

  • The plc is a string object containing the placement. You can find and manage your placement on the AerServ dashboard.
  • The aerServEventCallBack is a function pointer for the AerServ events. For more detail on the the configuration setting please refer to “Complete list of Configuration Key” in the “Additional Settings” section.
  • The config is a dictionary with the configuration settings for the ad request. For more detail on the the configuration setting please refer to “Complete list of Configuration Key” in the “Additional Settings” section.

 

Optional Interstitial Step

Preloading Interstitial

 

 

1.7 - Additional Settings

 

Complete list of Callback Events

Complete list of Configuration Keys

Virtual Currency/Rewarded Video

 

 

2. Building the Project for iOS


 

2.1 - Build the project for iOS in Unity. 

 

This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.

 

2.2 - Add the project.

 

From inside Xcode, add the [Project Path]/Plugins/iOS directory into Target > Build Setting > Framework Search Path.

 

2.3 - Add the following libraries and frameworks.

 

Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:

  • AerServSDK.framework
  • libxml2.2.tbd
  • WebKit.framework

 

2.4 - Turn Bitcode off.

 

Turn bitcode off by going to Target > Build Settings > Bitcode Enabled and setting that to NO.

 

2.5 - Add linker flags.

 

Add the following linker flags to Target > Build Settings > Linking > Other Linker Flags:

  • -ObjC

 

2.6 - Add the entries.

 

Add the following entries to your Application’s info.plist: 

<key>NSLocationWhenInUseUsageDescription</key>
<string>Location is used to help target content to your general area</string>

<key>NSAppTransportSecurity</key>
<dict>
	<key>NSAllowsArbitraryLoads</key>
        <true/>
</dict>

 

 

3. Building the Project for Android


  

3.1 - Add the entries.

 

Add the following entries to your main AndroidManifest.xml found in [Project Path]/Assets/Plugins/Android. If you don’t see the AndroidManifest.xml inside [Project Path]/Assets/Plugins/Android, you will need to generate one and add the entries. To do this, build your app through Unity and you’ll find the AndroidManifest inside [Project Path]/Temp/StagingArea: 

<manifest 
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.aerserv.sampleapp"
android:installLocation="preferExternal"
android:theme="@android:style/Theme.NoTitleBar"
android:versionCode="1"
android:versionName="1.0">

<!-- Required Permissions -->
<uses-permission android:name="android.permission.INTERNET" />

<!-- Optional. Excluding these can negatively affect fill rate. -->
<uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION" />
<uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />

<!-- Optional. If excluded, ads will not be cached. -->
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>


<application


<!-- AerServ Activity (Required) -->
<activity
android:name="com.aerserv.sdk.view.ASVastInterstitialActivity"
android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize" />
<activity
android:name="com.aerserv.sdk.view.ASWebviewInterstitialActivity"
android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize" />
<activity
android:name="com.aerserv.sdk.view.ASVpaidInterstitalActivity"
android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize" />
<activity
android:name="com.aerserv.sdk.view.AerServFullScreenAdActivity"
android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize" />
</application>
</manifest>

  

3.2 - Build the APK.

 

Build the apk by going to File > Build Settings, select Android and click build. 

  

 

4. Third Party Mediation Support in Unity


 

Only complete the following step as needed for third-party SDK mediation.

 

 

4.1 - AdColony

 

  • iOS
  • Android
  1. Build the project for iOS in Unity. This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.
  2. From inside Xcode, add the [Plugin Download Path]/network-support/iOS/AdColony directory into Target > Build Setting > Framework Search Path.
  3. Open Target > Build Settings > Under Architectures, confirm that your Xcode project uses Base SDK version 9.0 or greater and that it does not use the armv6 architecture.
  4. Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:
    • AdColony.framework
    • AdSupport.framework
    • AudioToolbox.framework
    • AVFoundation.framework
    • CoreTelephony.framework
    • EventKit.framework
    • Javascript.framework (Set to Optional)
    • libz.1.2.5.dylib
    • MessageUI.framework
    • Social.framework
    • StoreKit.framework
    • SystemConfiguration.framework
    • WatchConnectivity.framework (Set to Optional)
  5. Add the following linker flags to Target > Build Settings > Linking > Other Linker Flags:
    • -fobjc-arc (this allows AdColony to use ARC even if your project does not)
  6. Add the following entries into your Application’s info.plist:
    
    <key>NSCalendarsUsageDescription</key>
    <string>Some ad content may create a calendar event.</string>
    <key>NSPhotoLibraryUsageDescription</key>
    <string>Some ad content may require access to the photo library.</string>
    <key>NSCameraUsageDescription</key>
    <string>Some ad content may access camera to take picture.</string>
    <key>NSMotionUsageDescription</key>
    <string>Some ad content may require access to accelerometer for interactive ad experience.</string>
    
    <key>LSApplicationQueriesSchemes</key>
    <array>
        <string>fb</string>
        <string>instagram</string>
        <string>tumblr</string>
        <string>twitter</string>
    </array>
  7. More info on how to set up the AdColony ad source in the AerServ mediation platform: here
  1. Copy the entire contents of [Plugin Download Path]/lib/network-support/Android/AdColony into [Project Path]/Assets/Plugins/Android/libs folder.
  2. Add the following to your AndroidManifest.xml:
    
    ...
    <!-- Required by AdColony -->
    <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE />
    
    <!-- Optional, but recommended by AdColony -->
    <uses-permission android:name="android.permission.VIBRATE" /> 
    
    <application>
    … 
      <activity 
        android:name="com.adcolony.sdk.AdColonyInterstitialActivity" 
        android:configChanges="keyboardHidden|orientation|screenSize" 
        android:hardwareAccelerated="true"/> 
      <activity 
        android:name="com.adcolony.sdk.AdColonyAdViewActivity" 
        android:configChanges="keyboardHidden|orientation|screenSize" 
        android:hardwareAccelerated="true"/> 
    </application> 
  3. More info on how to set up the AdColony ad source in the AerServ mediation platform: here

 

 

 

 

 

 

 

 

 

 

 

 

 

 

4.2 - AdMob

 

  • iOS
  • Android
  1. Build the project for iOS in Unity. This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.
  2. From inside Xcode, add the [Plugin Download Path]/network-support/iOS/AdMob directory into Target > Build Setting > Framework Search Path.
  3. Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:
    • AdSupport.framework (Set to Optional)
    • AudioToolbox.framework
    • AVFoundation.framework
    • CoreGraphics.framework
    • CoreMedia.framework
    • CoreMotion.framework
    • CoreTelephoney.framework
    • CoreVideo.framework
    • EventKit.framework
    • EventKitUI.framework
    • GLKit.framework
    • GoogleMobileAds.framework
    • JavascriptCore.framework (Set to Optional)
    • MessageUI.framework
    • MediatePlayer.framework
    • SafariServices.framework (Set to Optional)
    • MobileCoreServices.framework
    • StoreKit.framework
    • SystemConfiguration.framework
  4. More info on how to set up the Google AdMob ad source in the AerServ mediation platform: here
  1. Copy the entire contents of [Plugin Download Path]/network-support/Android/AdMob into [Project Path]/Assets/Plugins/Android/libs folder.
  2. More info on how to set up the AdMob ad source in the AerServ mediation platform: here

 

 

  

 

 

 

4.3 - AppLovin

 

  • iOS
  • Android
  1. Build the project for iOS in Unity. This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.
  2. From inside Xcode, add the network-support/iOS/AppLovin directory into Target > Build Setting > Framework Search Path.
  3. Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:
    • AppLovinSDK.framework
    • AdSupport.framework
    • AVFoundation.framework
    • CoreGraphics.framework
    • CoreMedia.framework
    • CoreTelephony.framework
    • StoreKit.framework
    • SystemConfiguration.framework
    • UIKit.framework
    • WebKit.framework (Set to Optional)
  4. More info on how to set up the AppLovin ad source in the AerServ mediation platform: here
  1. Copy the entire contents of [Plugin Download Path]/network-support/Android/AppLovin into [Project Path]/Assets/Plugins/Android/libs folder.
  2. Add the following to your AndroidManifest.xml:
    
    …
      
    <application
    …  
      <activity
        android:name="com.applovin.adview.AppLovinInterstitialActivity" />   
      <activity
        android:name="com.applovin.adview.AppLovinConfirmationActivity" />
    </application>
    
  3. More info on how to set up the AppLovin ad source in the AerServ mediation platform: here

 

 

 

 

4.4 - Chartboost

 

  • iOS
  • Android
  1. Build the project for iOS in Unity. This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.
  2. From inside Xcode, add the [Plugin Download Path]/network-support/iOS/Chartboost directory into Target > Build Setting > Framework Search Path.
  3. Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:
    • Chartboost.framework
    • CoreGraphics.framework
    • Foundation.framework
    • StoreKit.framework
    • UIKit.framework
    • WebKit.framework
  4. More info on how to set up the Chartboost ad source in the AerServ mediation platform: here

 

  1. Copy the entire contents of [Plugin Download Path]/network-support/Android/Chartboost into [Project Path]/Assets/Plugins/Android/libs folder.
  2. Add the following to your AndroidManifest.xml:
    
    …
    <!-- Optional, but recommended by Chartboost -->
    <uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
    <uses-permission android:name="android.permission.READ.PHONE_STATE" />
    
    <application>
    …
      <activity
        android:name="com.chartboost.sdk.CBImpressionActivity"   
        android:excludeFromRecents="true"
        android:hardwareAccelerated="true" 
        android:theme="@android:style/Theme.Translucent.NoTitleBar.Fullscreen"   
        android:configChanges="keyboardHidden|orientation|screenSize" />
    </application>
    
  3. More info on how to set up the Chartboost ad source in the AerServ mediation platform: here

 

 

4.5 - Facebook Audience Network

 

  • iOS
  • Android
  1. Build the project for iOS in Unity. This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.
  2. From inside Xcode, add the [Plugin Download Path]/network-support/iOS/Facebook directory into Target > Build Setting > Framework Search Path.
  3. Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:
    • AudioToolbox.framework
    • AVFoundation.framework
    • CoreGraphics.framework
    • CoreImage.framework
    • CoreMedia.framework
    • CoreMotion.framework (Set to Optional)
    • FBAudienceNetwork.framework
    • Foundation.framework
    • libc++.tbd
    • libxml2.tbd
    • SafariServices.framework (Set to Optional)
    • Security.framework
    • StoreKit.framework
    • UIKit.framework
    • WebKit.framework (Set to Optional)
  4. More info on how to set up the Facebook Audience Network ad source in the AerServ mediation platform: here

 

  1. Copy the entire contents of [Plugin Download Path]/network-support/Android/Facebook into [Project Path]/Assets/Plugins/Android/libs folder.
  2. Add the following to your AndroidManifest.xml:


    <application>

    <activity
    android:name="com.facebook.ads.AudienceNetworkActivity"
    android:configChanges="keyboardHidden|orientation|screenSize" />
    </application>
  3. More info on how to set up the Facebook Audience Network ad source in the AerServ mediation platform: here

 

 

4.6 - Flurry (Yahoo)

 

  • iOS
  • Android
  1. Build the project for iOS in Unity. This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.
  2. From inside Xcode, add the [Plugin Download Path]/network-support/iOS/Flurry directory into Target > Build Setting > Library Search Path. You’ll need to set the search path to be recursive.
  3. Add the [Plugin Download Path]/network-support/iOS/Flurry directory into Target > Build Setting > Header Search Path. You’ll need to set the search path to be recursive.
  4. Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:
    • libFlurryAds_x.x.x.a
    • libFlurry_x.x.x.a
  5. More info on how to set up the Flurry (Yahoo) ad source in the AerServ mediation platform: here
  1. Copy the entire contents of [Plugin Download Path]/network-support/Android/Flurry into [Project Path]/Assets/Plugins/Android/libs folder.
  2. Add the following to your AndroidManifest.xml:


    <application>

    <activity
    android:name="com.flurry.android.FlurryFullscreenTakeoverActivity"
    android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize" />
    </application>
  3. More info on how to set up the Flurry (Yahoo) ad source in the AerServ mediation platform: here

 

 

4.7 - ONE By AOL (Millennial Media)

 

  • iOS
  • Android
  1. Build the project for iOS in Unity. This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.
  2. From inside Xcode, add the [Plugin Download Path]/network-support/iOS/MillennialMedia directory into Target > Build Setting > Framework Search Path.
  3. Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:
    • AdSupport.framework
    • AudioToolbox.framework
    • AVFoundation.framework
    • CoreGraphics.framework
    • CoreLocation.framework
    • CoreTelephony.framework
    • CoreMedia.framework
    • EventKit.framework
    • EventKitUI.framework
    • Foundation.framework
    • libxml2.tbd
    • MediaPlayer.framework
    • MessageUI.framework
    • MMAdSDK.framework
    • SystemConfiguration.framework
    • UIKit.framework
  4. Add the following entries to your application's info.plist:
    <key>NSCalendarsUsageDescription</key>
    <string>Some ad content may create a calendar event.</string>
    <key>NSPhotoLibraryUsageDescription</key>
    <string>Some ad content may require access to the photo library.</string>
    <key>NSCameraUsageDescription</key>
    <string>Some ad content may access camera to take picture.</string>
    <key>NSMotionUsageDescription</key>
    <string>Some ad content may require access to accelerometer for interactive ad experience.</string>
  5. More info on how to set up the ONE By AOL (Millennial Media) ad source in the AerServ mediation platform: here
  1. Copy the entire contents of [Plugin Download Path]/network-support/Android/MillennialMedia into [Project Path]/Assets/Plugins/Android/libs folder.
  2. Add the following to your AndroidManifest.xml:
    
    ...
    <!-- Required by ONE by AOL (Millennial Media) -->
    <uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
    <uses-permission-sdk-23 android:name="android.permission.READ_EXTERNAL_STORAGE" />
    <uses-permission android:name="android.permission.WRITE_CALENDAR" />
    <uses-permission android:name="android.permission.NFC" />
    <uses-permission android:name="android.permission.BLUETOOTH" />
    <uses-permission android:name="android.permission.VIBRATE" />
    <uses-permission android:name="android.permission.RECORD_AUDIO" />
    
    <application>
    …
    </application>
    
  3. More info on how to set up the ONE By AOL (Millennial Media) ad source in the AerServ mediation platform: here

 

 

 

 

 

 

 

 

 

 

 

4.8 - MoPub

 

  • iOS
  • Android
  1. Build the project for iOS in Unity. This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.
  2. From inside Xcode, add the Mopub source file into your project. You can drag and drop the files into your project.
  3. Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:
    • AdSupport.framework
    • CoreGraphics.framework
    • CoreLocation.framework
    • CoreMedia.framework
    • CoreTelephony.framework
    • Foundation.framework
    • MediaPlayer.framework
    • QuartzCore.framework
    • StoreKit.framework
    • SystemConfiguration.framework
    • UIKit.framework
  4. More info on how to set up the Mopub ad source in the AerServ mediation platform: here
  1. Copy the entire contents of [Plugin Download Path]/network-support/Android/Mopub into [Project Path]/Assets/Plugins/Android/libs folder.
  2. Add the following to your AndroidManifest.xml:
    
    ...
    <!-- Required by MoPub -->
    <uses-permission android:name="android.permission.ACCESS.NETWORK.STATE />
    
    <application>
    ...
      <activity 
        android:name="com.mopub.mobileads.MoPubActivity"   
        android:configChanges="keyboardHidden|orientation|screenSize|smallestScreenSize" />
      <activity
        android:name="com.mopub.mobileads.MraidActivity"
        android:configChanges="keyboardHidden|orientation|screenSize|smallestScreenSize" />
      <activity
        android:name="com.mopub.common.MoPubBrowser"
        android:configChanges="keyboardHidden|orientation|screenSize|smallestScreenSize" />
      <activity
        android:name="com.mopub.mobileads.MraidVideoPlayerActivity"
        android:configChanges="keyboardHidden|orientation|screenSize|smallestScreenSize" />
    </application>
  3. More info on how to set up the MoPub ad source in the AerServ mediation platform: here

 

 

4.9 - RhythmOne

 

  • iOS
  • Android
  1. Build the project for iOS in Unity. This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.
  2. From inside Xcode, add [Plugin Download Path]/network-support/iOS/RhythmOne directory into Target > Build Setting > Framework Search Path.
  3. Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:
    • AdSupport.framework
    • AudioToolbox.framework (Set to Optional)
    • AVFoundation.framework (Set to Optional)
    • AVKit.framework (Set to Optional)
    • CoreLocation.framework
    • CoreTelephony.framework (Set to Optional)
    • RhythmOneAds.framework
    • RYMMoatMobileAppKit.framework
    • MessageUI.framework
    • SystemConfiguration.framework
  4. Add the following entries to your application's info.plist:
    <key>NSLocationWhenInUseUsageDescription</key>
    <string>Some ad content may create a location.</string>
  5. More info on how to set up the RhythmOne ad source in the AerServ mediation platform: here
  1. Copy the entire contents of [Plugin Download Path]/network-support/Android/RhythmOne into [Project Path]/Assets/Plugins/Android/libs folder.
  2. Add the following to your AndroidManifest.xml:
    
    ...
    <!-- Required by RhythmOne -->
    <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE />
    <uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
    
    <!-- Optional, but recommended by RhythmOne -->
    <uses-permission android:name="android.permission.CAMERA" />
    <uses-permission android:name="android.permission.VIBRATE" />
    
    <application>
    ...
      <activity
        android:name="com.rhythmone.ad.sdk.RhythmOneAdActivity"
        android:configChanges="keyboard|keyboardHidden|orientation|screenSize"
        android:label="RhythmOneAdActivity" 
        android:theme="@android:style/Theme.Translucent.NoTitleBar" />
    </application>
    
  3. More info on how to set up the RhythmOne ad source in the AerServ mediation platform: here

 

 

 

 

4.10 - Telaria (Tremor)

 

  • iOS
  • Android
  1. Build the project for iOS in Unity. This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.
  2. From inside Xcode, add [Plugin Download Path]/network-support/iOS/Tremor directory into Target > Build Setting > Framework Search Path.
  3. Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:
    • TremorVideoAd.framework
  4. More info on how to set up the Tremor ad source in the AerServ mediation platform: here

 

 

 

 

 

  1. Copy the entire contents of [Plugin Download Path]/network-support/Android/Tremor into [Project Path]/Assets/Plugins/Android/libs folder.
  2. Add the following to your AndroidManifest.xml:
    
    ...
    <!-- Required by Telaria -->
    <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
    <uses-permission android:name="android.permission.VIBRATE" />
    <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
    
    <application>
    ...
      <activity
        android:name="com.tremorvideo.sdk.android.videoad.Playvideo"
        android:configChanges="keyboardHidden|orientation|screenSize"   
        android:hardwareAccelerated="false"
        android:exported="false">      
        <intent-filter>
          <action
            android:name="com.tremorvideo.sdk.android.videoad.Playvideo" />        
            <category
              android:name="android.intent.category.EMBED" />      
          </intent-filter>
      </activity>
    </application>
    
  3. More info on how to set up the Tremor ad source in the AerServ mediation platform: here

 

 

4.11 - Unity Ads

 

  • iOS
  • Android
  1. Build the project for iOS in Unity. This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.
  2. From inside Xcode, add [Plugin Download Path]/network-support/iOS/Unity directory into Target > Build Setting > Framework Search Path.
  3. Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:
    • UnityAds.framework
  4. More info on how to set up the Unity Ads ad source in the AerServ mediation platform: here
  1. Copy the entire contents of [Plugin Download Path]/network-support/Android/Unity into [Project Path]/Assets/Plugins/Android/libs folder.
  2. More info on how to set up the Unity Ads ad source in the AerServ mediation platform: here

 

 

 

 

4.12 - Vungle

 

  • iOS
  • Android
  1. Build the project for iOS in Unity. This can be done by going to File > Build Settings and select iOS as the platform. Click build and this should start Xcode.
  2. From inside Xcode, add [Plugin Download Path]/network-support/iOS/Vungle/VungleSDK.embeddedframework directory into Target > Build Setting > Framework Search Path.
  3. Add the Vungle resources files from [Plugin Download Path]/network-support/iOS/Vungle/VungleSDK.embeddedframework/Resources to Target > Build Phase > Copy Bundle Resources.
  4. Add the following libraries and frameworks to Target > Build Phases > Link Binary With Libraries:
    • AdSupport.framework
    • AudioToolbox.framework
    • AVFoundation.framework
    • CFNetwork.framework
    • CoreGraphics.framework
    • CoreMedia.framework
    • Foundation.framework
    • libz.tbd
    • libsqlite3.tbd
    • MediaPlayer.framework
    • QuartzCore.framework
    • StoreKit.framework
    • SystemConfiguration.framework
    • UIKit.framework
    • VungleSDK.framework
  5. More info on how to set up the Vungle ad source in the AerServ mediation platform: here
  1. Copy the entire contents of [Plugin Download Path]/network-support/Android/Vungle into [Project Path]/Assets/Plugins/Android/libs folder.
  2. Add the following to your AndroidManifest.xml:
    ...

    <application>
    ...
    <activity
    android:name="com.vungle.publisher.VideoFullScreenAdActivity"

    android:configChanges="keyboardHidden|orientation|screenSize|screenLayout|smallestScreenSize"
    android:theme="@android:style/Theme.NoTitleBar.Fullscreen" />
    </application>
  3. More info on how to set up the Vungle ad source in the AerServ mediation platform: here

 

 

 

 

 

 

 

 

 

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