Skip to main content

Posts

Showing posts with the label ProGuard

Fix: Unity Ads Showing in Editor But Not on Android Build

  There are few moments in game development more frustrating than a successful build that fails to perform. You spend hours integrating Unity Ads, testing the reward logic, and verifying the placement in the Editor. Everything works flawlessly. Then you push to an Android device. The build runs, the game plays, but when you tap the "Watch Ad" button—nothing happens. No video, no error popup, just silence. If this scenario sounds familiar, you are likely a victim of aggressive code stripping or improper initialization sequencing. This guide moves beyond generic advice to fix the specific conflict between the Unity Ads SDK and the Android build pipeline (ProGuard/R8). The Root Cause: The "Silent Stripper" (ProGuard/R8) To understand why this breaks, you must understand how Unity compiles an Android application (APK/AAB). When you build for the Editor, Unity runs the Mono backend. It includes almost everything, ensuring maximum compatibility for debugging. However, whe...