Knowledge base

Monetization FAQs

Integration FAQs

Which version of Unity should I be using?

Why am I not able to see any ads in game?

Why am I only seeing 2 or 3 ads at a time?

What are some games that currently use Unity Ads?

Can I use ad Placements to promote my other games?

Is it possible to block certain types of ads from my game?

Is it possible to block ads from certain developers?

Can the daily number of available ads be limited?

Can Unity Ads be implemented through mediation?

Stats FAQs

What do the fields in the monetization stat reports mean?

Is it possible to automatically generate stat reports?

How often are monetization stats updated?

Revenue FAQs

Why am I not seeing any revenue, even with 100 impressions?

Is revenue earned by completed views, or based on installs?

How much money can I expect to make with my game?

Payment FAQs

How does the payment process work?

Do I need to pay taxes on payments as an individual?

Do I need to provide a VAT number?

When can I expect to be paid?

My earnings balance was deducted by the amount invoiced, but I have yet to receive payment. What is the reason for this?

IAP Promo FAQs

Can I delete Placements in the dashboard?

How can I cap the frequency of Placements that get called often (e.g. return to lobby)?

How do I set up a limited-time offer?

How are creatives uploaded for different devices and languages handled?

Why am I seeing an error when trying to export my IAP Product Catalog to JSON in Unity 2017.3?

Why doesn’t the creative I uploaded exactly match what I see on my device?

Why isn't my Placement showing any Promotions?

Personalized Placements FAQs

Do Personalized Placements work with mediation?

Yes. To use with mediation, you must integrate your Personalized Placements with your mediation partner’s Unity adapter as you would a normal Placement. The actual integration will differ by partner. For more information, see documentation on mediation.

What ad formats do Personalized Placements support?

Personalized Placements support interstitial or rewarded video, playable, and display ads (for more information, see documentation on Monetization content types).

How is the control group for my observation phase (phase one) implementation formed?

In the beta, there is an observation phase to prove revenue lift by randomly selecting 50% of the player base to experience optimized content, while the other 50% act as a control group. If you have questions about the random selection process, or how users are redistributed for the scaling phase (phase two) expanded exposure, please contact your Unity representative.

When will I see revenue lift from Personalized Placements?

You should see immediate lift, however the machine learning engine usually takes about two weeks to optimize, depending on how many daily active users play your game. This can vary, depending on where you choose to implement your Placements (for example, at the beginning of the game versus the end of the game), which is why Unity recommends multiple Personalized Placements spread throughout the game to deliver a consistent experience. As with any machine learning model, expect performance to improve over time.

How does Unity determine the optimal content to display?

Personalized Placements optimize toward lifetime value (LTV) for retention and sustainable revenue. Unity calculates the LTV of a player by projecting their total potential value over an infinite amount of time. This model considers many factors beyond bid value. For more information, see documentation on how Personalized Placements work.

Authorized Sellers for Apps FAQs

What is Authorized Sellers for Apps?

In November 2018, the IAB Technology Laboratory released the Authorized Sellers for Apps (app-ads.txt) specifications, an extension of the original Authorized Digital Sellers (ads.txt) standard for protecting web ad inventory. app-ads.txt applies this functionality to ads in mobile apps, as well as over-the-top (OTT) video apps, allowing you to increase your pool of authorized digital advertising inventory while reducing fraud. For demand-side platforms (DSPs), it allows buyers to confidently purchase through approved seller accounts.

Is this new? How does it differ from ads.txt on web or mobile web?

app-ads.txt provides the same functionality as ads.txt, but with a pointer from apps. The ads.txt file, which lists exchanges and other content owners that are authorized to sell space on a given site, normally resides in the root folder of a website. The app-ads.txt file for a given app also often resides on an associated website, with the app referencing that file location.

What problems are app-ads.txt intended to solve?

app-ads.txt is intended to protect advertisers from buying invalid or suspicious traffic, and to protect publishers from losing revenue to malicious sources intercepting their demand.

What is Unity’s position on app-ads.txt?

Unity strongly supports app-ads.txt. While it doesn’t solve all instances of wrongdoing in mobile exchanges, it does create a healthier ecosystem with greater accountability and transparency across the supply chain.

What is the publisher benefit of adopting app-ads.txt?

Over time, Unity expects mobile DSPs to enable advertisers to buy authorized inventory differently from unauthorized inventory. As this occurs, advertisers might also expect to pay a premium for this inventory, creating a strong incentive for publishers to adopt app-ads.txt.

What is the advertiser benefit of adopting app-ads.txt?

As with ads.txt on web, advertisers will have greater assurance that they are buying legitimate impressions from authorized re-sellers.

As a publisher, how do I adopt app-ads.txt for Unity monetization?

Follow the step-by-step process documented in the IAB app-ads.txt Publisher Advisory. The key steps are detailed below for your convenience:

  1. If you haven’t done so already, make sure the "developer website" field is current in the store pages hosting your apps. Advertising systems use such websites to retrieve the app-ads.txt file.
  2. Upload a file named app-ads.txt to your website (please see the above specs for full details on file location), containing the list of authorized sellers of your app’s ad inventory per the official guidance. The content of the app-ads.txt file follows the same rules as ads.txt for web, with the only exception of subdomain directive (see the spec for details).
  3. Enter the following fields in your hosted app-ads.txt file:
unity3d.com, [Developer ID], DIRECT, 96cabb5fbdde37a7
telaria.com, rwd19-[Developer ID], RESELLER, 1a4e959a1b50034a
tremorhub.com, rwd19-[Developer ID], RESELLER, 1a4e959a1b50034a
loopme.com, 9621, RESELLER, 6c8d5f95897a5a3b

Note: The Developer ID can be found in the Operate Dashboard, by selecting Invoicing for the left navigation menu. For example, if your Developer ID is 12345, the fields would be entered as follows:

unity3d.com, 12345, DIRECT, 96cabb5fbdde37a7
telaria.com, rwd19-12345, RESELLER, 1a4e959a1b50034a
tremorhub.com, rwd19-12345, RESELLER, 1a4e959a1b50034a
loopme.com, 9621, RESELLER, 6c8d5f95897a5a3b

Important: This list may change over time, but updates will always be reflected in this document.

Are there additional resources from the IAB that I can refer to?

Yes. For further reading, see the Implementation and FAQ resources from the IAB.

Still need help? Get in touch!
Last updated on 6th Dec 2019