Google Mobile Ad
It only has tow differences:
1) you should use AndroidAdMobController instead GoogleMobileAd(cross-platform) class. If you own both plugins, then, of course, use GoogleMobileAd class.
2) Initialization. For example if with GoogleMobileAd(cross-platform) plugin, you specifying your ad unit id's with the Plugin Editor UI, with Android Native, you need initialize Admob with your ad unit id's using scripting at your app start as shown in code snippet bellow:
//replace with your ids private const string MY_BANNERS_AD_UNIT_ID = "ca-app-pub-6101605888755494/1824764765"; private const string MY_INTERSTISIALS_AD_UNIT_ID = "ca-app-pub-6101605888755494/3301497967"; AndroidAdMobController.instance.Init(MY_BANNERS_AD_UNIT_ID); //If yoi whant to use Interstisial ad also, you need to set additional ad unin id for Interstisial as well AndroidAdMobController.instance.SetInterstisialsUnitID(MY_INTERSTISIALS_AD_UNIT_ID);
If you click on the banner, and you don't have any activity after that, you need to check this line in Manifest:
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="true" />
The Value must be true. You can read more about manifest setting for ad here.
API documentation can be found in following articles:
- Rewarded Ads
- In App Purchase Listener
- Prefab Solution
- Video Tutorials
Full API use example is available under the GoogleAdExample (AndroidGoogleAdsExample.cs script) and GoogleAdPrefabSolutionExample example scenes.