Rewarding players for watching ads increases user engagement, resulting in higher revenue. For example, games might reward players with in-game currency, consumables, additional lives, or experience-multipliers. For more information on how to effectively design your rewarded ads, refer to the Monetization strategy documentation.
To reward players for completing a video ad, implement a callback method using the ShowResult
result to check if the user finished the ad and should be rewarded.
Rewarded ad buttons
Using a button that prompts the player to opt in to watching an ad is a common implementation for rewarded video ads. Use the example code in the following steps to create a rewarded ads button. The button displays an ad when pressed, as long as ad content is available.
To configure a button in the Unity Editor:
- Select Game Object > UI > Button to add a button to your Scene.
- Select the button you added to your Scene, then add a script component to it using the Inspector (Add Component > New Script). Name the script
RewardedAdsButton
to match the class name. - Open the script and add the following code:
using UnityEngine; using UnityEngine.UI; using UnityEngine.Advertisements; public class RewardedAdsButton : MonoBehaviour, IUnityAdsLoadListener, IUnityAdsShowListener { [SerializeField] Button _showAdButton; [SerializeField] string _androidAdUnitId = "Rewarded_Android"; [SerializeField] string _iOSAdUnitId = "Rewarded_iOS"; string _adUnitId = null; // This will remain null for unsupported platforms void Awake() { // Get the Ad Unit ID for the current platform: #if UNITY_IOS _adUnitId = _iOSAdUnitId; #elif UNITY_ANDROID _adUnitId = _androidAdUnitId; #endif // Disable the button until the ad is ready to show: _showAdButton.interactable = false; } // Call this public method when you want to get an ad ready to show. public void LoadAd() { // IMPORTANT! Only load content AFTER initialization (in this example, initialization is handled in a different script). Debug.Log("Loading Ad: " + _adUnitId); Advertisement.Load(_adUnitId, this); } // If the ad successfully loads, add a listener to the button and enable it: public void OnUnityAdsAdLoaded(string adUnitId) { Debug.Log("Ad Loaded: " + adUnitId); if (adUnitId.Equals(_adUnitId)) { // Configure the button to call the ShowAd() method when clicked: _showAdButton.onClick.AddListener(ShowAd); // Enable the button for users to click: _showAdButton.interactable = true; } } // Implement a method to execute when the user clicks the button: public void ShowAd() { // Disable the button: _showAdButton.interactable = false; // Then show the ad: Advertisement.Show(_adUnitId, this); } // Implement the Show Listener's OnUnityAdsShowComplete callback method to determine if the user gets a reward: public void OnUnityAdsShowComplete(string adUnitId, UnityAdsShowCompletionState showCompletionState) { if (adUnitId.Equals(_adUnitId) && showCompletionState.Equals(UnityAdsShowCompletionState.COMPLETED)) { Debug.Log("Unity Ads Rewarded Ad Completed"); // Grant a reward. } } // Implement Load and Show Listener error callbacks: public void OnUnityAdsFailedToLoad(string adUnitId, UnityAdsLoadError error, string message) { Debug.Log($"Error loading Ad Unit {adUnitId}: {error.ToString()} - {message}"); // Use the error details to determine whether to try to load another ad. } public void OnUnityAdsShowFailure(string adUnitId, UnityAdsShowError error, string message) { Debug.Log($"Error showing Ad Unit {adUnitId}: {error.ToString()} - {message}"); // Use the error details to determine whether to try to load another ad. } public void OnUnityAdsShowStart(string adUnitId) { } public void OnUnityAdsShowClick(string adUnitId) { } void OnDestroy() { // Clean up the button listeners: _showAdButton.onClick.RemoveAllListeners(); } }
Next steps: Refer to Implement banner ads in Unity.