• Unity SDK
  • How-To Guides
  • Use Advertisements


To install advertisements package, you have to include the AnkrSDK/Scripts/Ads folder. AnkrSDK.asmdef is an assembly that will contain any required code for ads to work.


For now, any non-mobile platform supports only banner/raw texture advertisements. Implementation is provided via the AnkrAds.dll library.


Implementation is provided via the nativeads.aar file.


Implementation is provided via the AdsBridge.framework and ANKR_adlibrary.framework. Device SDK only. IOS Platform 13.0+ is required.


Usage of advertisements inside Gaming UnitySDK comes down to interaction with the AnkrAdvertisements class.


To begin your advertisements session, call the Initialize method. This will initialize a current user, making it possible to load and show ads.

void Initialize(string appId, string accountAddress)

After initialization is finished, you can preload your ad. To do so, call either LoadAd or LoadAdTexture, whatever suits your needs best.

If called LoadAd, we request to load an advertisement by unitId that you can get from your ads dashboard.

After request is sent, your image or video ad will be preloaded and cached.

void LoadAd(string unitId)

Same as LoadAd but it returns only an image as we do not yet support in-game video ads.

void ShowAd(string unitId)


There is a list of events that you can use to control the flow of your Advertisements usage.

  • Those events are to be called after advertisement service has finished initializing:
event Action AdInitialized;
  • To be called after a requested ad has loaded. Returns UnitId as a parameter:
event Action<string> AdLoaded;
  • If the ad fails to load, the localized error message returns as a parameter:
event Action<string> AdFailedToLoad;
  • If a fullscreen ad with unitId has been clicked on during being shown, this event is called:
event Action<string> AdClicked;
  • If the requested fullscreen ad has been successfully show to the user, this event is called:
event Action AdOpened;
  • The user closes a fullscreen ad:
event Action AdClosed;
  • The user has completely finished watching the ad:
event Action AdFinished;
  • If the user has watched the fullscreen ad for the time required to be rewarded:
event Action<string> AdRewarded;
  • To be called after you call LoadAd/LoadAdTexture and receive that the ad data belongs to an image type. In this case, the unitId + texture data are to be returned as parameters:
event Action<string, byte[]> AdTextureReceived;
  • A general error type has occurred during the ad service work. A localized error message returns as a parameter:
event Action<string> Error;