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Initialising the SDK

To initialize the SDK, you must reference your Project’s Game ID for the appropriate platform. You can locate the ID on the Monetization dashboard by selecting CURRENT PROJECT > Project Settings from the secondary navigation menu.

In your script, you need to listen for two events that are dispatched when initialisation completes:

  • UnityAdsEvent.INITIALISE_SUCCESS: dispatched when initialisation is successful and the sdk is ready to use;
  • UnityAdsEvent.INITIALISE_ERROR: dispatched when initialisation fails due to an error;

Initialise the SDK early in your project’s run-time life cycle before you need to load an ad. For example:

UnityAds.instance.addEventListener( UnityAdsEvent.INITIALISE_SUCCESS, initialise_successHandler );
UnityAds.instance.addEventListener( UnityAdsEvent.INITIALISE_ERROR, initialise_errorHandler );


UnityAds.instance.initialise( UNITY_GAME_ID );


function initialise_successHandler( event:UnityAdsEvent ):void
{
// SDK ready to use
}

function initialise_errorHandler( event:UnityAdsEvent ):void
{
trace( "initialise_errorHandler: " + event.errorType + "::" + event.message );
}

When an error occurs, errorType can be one of:

  • ErrorType.AD_BLOCKER_DETECTED
  • ErrorType.INTERNAL_ERROR
  • ErrorType.INVALID_ARGUMENT