正在关注 this tutorial我开始致力于将 AdMob 集成到 Unity 中,但由于它使用的是旧版本,我不得不进行一些更改以将其更新为 Google Play 服务版本,但我认为我可能搞砸了。
我将所有必需的库导入到 Unity 3D 的插件/Android 和 Eclipse 的 Java 构建路径以及订购和导出中。
每次我在 Unity 中调用脚本时,游戏都会崩溃,LogCat 会说它有一个错误,标签“AndroidRuntime”“在 admob.admob$1.run(admob.java:52) 是这一行
adView.loadAd(adRequest);
这是我来自 Unity 的 AdMobController.js:
#pragma strict
public class AdMobController extends MonoBehaviour {
private static var s_Controller : AdMobController;
private static var jo:AndroidJavaObject;
function Awake()
{
s_Controller = this;
#if UNITY_ANDROID
jo = new AndroidJavaObject("admob.admob");
#endif
}
}
文件 admob.java
package admob;
import com.google.android.gms.ads.*;
import com.unity3d.player.UnityPlayer;
import android.app.Activity;
import android.util.Log;
import android.view.ViewGroup.LayoutParams;
import android.widget.LinearLayout;
public class admob{
// private String pubID = "ADMOB_ID_HERE"; //Your public AdMob ID. Make sure this is correct, or you won't get any credit for the Ad.
private Activity activity; //Store the android main activity
private AdView adView; //The AdView we will display to the user
private LinearLayout layout; //The layout the AdView will sit on
//Constructor
public admob() {
activity = UnityPlayer.currentActivity;
activity.runOnUiThread(new Runnable() {
public void run() {
/*
layout = new LinearLayout(activity);
activity.addContentView(layout, new LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
adView = new AdView(activity);
adView.setAdSize(AdSize.SMART_BANNER);
adView.setAdUnitId(pubID);
AdRequest.Builder adRequestBuilder = new AdRequest.Builder();
adView.loadAd(adRequestBuilder.build());
*/
layout = new LinearLayout(activity);
// Create the adView.
adView = new AdView(activity);
adView.setAdUnitId("MY_AD_ID"); //Yes, I put the correct ID here. I only deleted it before posting here.
adView.setAdSize(AdSize.BANNER);
// Add the adView to it.
layout.addView(adView);
activity.addContentView(layout, new LayoutParams(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT));
AdRequest adRequest = new AdRequest.Builder()
.addTestDevice(AdRequest.DEVICE_ID_EMULATOR) // Emulator
.addTestDevice("AC98C820A50B4AD8A2106EDE96FB87D4") // Test phone. Not my actual phone because I could
// not call AdRequest to get the ID for it.
.build();
// Load the adView with the ad request.
Log.d("unity321", "unity321");
adView.loadAd(adRequest);
layout.addView(adView.getRootView(), new LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT));
// Code in here will run on the UI thread of this application
}
});
}
}
来自 Eclipse 的 AdMob list :
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.admob.admob"
android:versionCode="1"
android:versionName="1.0" >
<uses-sdk
android:minSdkVersion="8"
android:targetSdkVersion="17" />
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="@string/app_name"
android:theme="@style/AppTheme" >
<meta-data android:name="com.google.android.gms.version"
android:value="google_play_services_version"/>
<activity android:name="com.google.android.gms.ads.AdActivity"
android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize"/>
</application>
<uses-permission android:name="android.permission.INTERNET"/>
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
</manifest>
最后,Unity 的插件文件夹中的 list 用于覆盖 Unity 构建的 list (注意:android:value="google_play_services_version"已更改,因为使用 @integer/Unity 和 Eclipse 都表示未找到任何值,也不会导出)
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.TESTCOMPANY.TESTAPP"
android:theme="@android:style/Theme.NoTitleBar"
android:versionName="1.0"
android:versionCode="1"
android:installLocation="auto">
<supports-screens android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"
android:anyDensity="true" />
<application android:icon="@drawable/app_icon"
android:label="@string/app_name"
android:debuggable="true">
<activity android:name="com.unity3d.player.UnityPlayerNativeActivity"
android:label="@string/app_name"
android:screenOrientation="sensorLandscape"
android:launchMode="singleTask"
android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity"
android:value="true" />
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik"
android:value="true" />
<meta-data android:name="com.google.android.gms.version"
android:value="google_play_services_version"/>
</activity>
<activity android:name="com.google.android.gms.ads.AdActivity"
android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize"/>
</application>
<uses-sdk android:minSdkVersion="9"
android:targetSdkVersion="19" />
<uses-feature android:glEsVersion="0x00020000" />
<uses-feature android:name="android.hardware.sensor.accelerometer" />
<uses-feature android:name="android.hardware.touchscreen" />
<uses-feature android:name="android.hardware.touchscreen.multitouch"
android:required="false" />
<uses-feature android:name="android.hardware.touchscreen.multitouch.distinct"
android:required="false" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
</manifest>
最佳答案
是的,这就是我所做的。 统一制作另一个文件夹;你的插件在哪里。
我的是 Assets/plugins/android/ 你需要 Assets/plugins/android/res/values
在 values 文件夹中将其保存在名为 values.xml 的 xml 文件中
<?xml version="1.0" encoding="UTF-8"?>
-<resources>
<integer name="google_play_services_version">4132500</integer>
</resources>
关于android - 通过 Google Play 服务将 AdMob 与 Unity 3D 集成,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/21805003/