From 5462d4d46565da74da18cca782d33551d2372b16 Mon Sep 17 00:00:00 2001 From: Ram Parameswaran Date: Wed, 1 Apr 2015 10:23:40 -0700 Subject: [PATCH] Fixing manifest merge issues and update to v2.2.1 --- unity/ChangeLog.txt | 6 ++++ unity/README.md | 35 +++++++++++-------- .../Assets/GoogleMobileAds/Api/AdRequest.cs | 2 +- .../Plugins/Android/AndroidManifest.xml | 32 ----------------- 4 files changed, 27 insertions(+), 48 deletions(-) delete mode 100644 unity/source/Assets/Plugins/Android/AndroidManifest.xml diff --git a/unity/ChangeLog.txt b/unity/ChangeLog.txt index 704c3b585..978145758 100644 --- a/unity/ChangeLog.txt +++ b/unity/ChangeLog.txt @@ -1,5 +1,11 @@ Google Mobile Ads Unity Plugin Change Log +************* +Version 2.2.1 +************* +- Fix for Android manifest merge issues on Unity 4.x +- Fix for TouchCount issue on Unity 5.0 + *********** Version 2.2 *********** diff --git a/unity/README.md b/unity/README.md index 7e95e442a..d4cd75657 100644 --- a/unity/README.md +++ b/unity/README.md @@ -47,9 +47,14 @@ Android Setup 1. Add the google-play-services_lib folder, located at ANDROID_SDK_LOCATION/extras/google/google_play_services/libproject, into the Plugins/Android folder of your project. -2. If you already had an AndroidManifest.xml in Plugins/Android/, keep your current - version and [add the necessary activities and permissions](https://developers.google.com/mobile-ads-sdk/docs/admob/android/quick-start#androidmanifestxml) - required by the Google Mobile Ads SDK. +2. [For users running a version of Unity earlier than 5.0] Navigate to Temp/StagingArea + of your project directory and copy AndroidManifest.xml to Assets/Plugins/Android. + Add the following <meta-data> tag to the AndroidManifest.xml file: + + + ... + + iOS Setup --------- @@ -72,18 +77,7 @@ XCode project. You'll need to do the following before you can run it: 1. From the Xcode project navigator, right-click on the project, and choose Add Files To "". 2. Navigate to and select **GoogleMobileAds.framework**. -3. Add the following frameworks if they aren't already part of the project: - * AdSupport - * AudioToolbox - * AVFoundation - * CoreGraphics - * CoreTelephony - * EventKit - * EventKitUI - * MessageUI - * StoreKit - * SystemConfiguration -4. Set **Enable Modules (C and Objective-C)** to **Yes** in +3. Set **Enable Modules (C and Objective-C)** to **Yes** in **Build Settings**. If these steps didn't work, the [developer docs](https://developers.google.com/mobile-ads-sdk/docs/admob/ios/quick-start#manually_using_the_sdk_download) @@ -144,6 +138,17 @@ In addition to constants on _AdSize_, you can also create a custom size: BannerView bannerView = new BannerView( "YOUR_AD_UNIT_ID", adSize, AdPosition.Bottom); +Banner Placement Locations +-------------------------- +The following constants list the available ad positions: + + AdPosition.Top + AdPosition.Bottom + AdPosition.TopLeft + AdPosition.TopRight + AdPosition.BottomLeft + AdPosition.BottomRight + Ad Request Targeting -------------------- If you want to provide custom targeting to ad requests, add the targeting diff --git a/unity/source/Assets/GoogleMobileAds/Api/AdRequest.cs b/unity/source/Assets/GoogleMobileAds/Api/AdRequest.cs index 33182ba99..5a00aa395 100644 --- a/unity/source/Assets/GoogleMobileAds/Api/AdRequest.cs +++ b/unity/source/Assets/GoogleMobileAds/Api/AdRequest.cs @@ -6,7 +6,7 @@ namespace GoogleMobileAds.Api { public class AdRequest { - public const string Version = "2.2"; + public const string Version = "2.2.1"; public const string TestDeviceSimulator = "SIMULATOR"; public class Builder diff --git a/unity/source/Assets/Plugins/Android/AndroidManifest.xml b/unity/source/Assets/Plugins/Android/AndroidManifest.xml deleted file mode 100644 index 42a0d6e8b..000000000 --- a/unity/source/Assets/Plugins/Android/AndroidManifest.xml +++ /dev/null @@ -1,32 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - -