Release Notes: (1.6.1)
  • Upgraded to Flurry iOS SDK 6.3.0.
  • Upgraded to Flurry Android SDK 5.5.0.

Integration Guide - Flurry Ad Plugin

Platforms: Android & iOS
Plugin version: 1.6.1
Flurry iOS SDK version: 6.0.0
Flurry Android SDK version: 5.1.0
Supported Unity3d version: 3.5.x, 4.x, 5.x

Generally you don't have to dive into the documentation from Flurry, simply follow a few steps below to get the plugin integrated in your App in minutes:

[1] Import the FlurryAd[Android|IOS|Universal].unitypackage file to your unity project;

[2] Follow the instructions below to configure the plugin.

· >>> For Android platform, click on the menu item of Unity top menu bar: NeatPlug -> FlurryAd -> Patch Android Configuration. This is for generating a valid AndroidManifest.xml or patching the existing file with FlurryAd support.


· >>> For iOS platform, click on the menu item of Unity top menu bar: NeatPlug -> FlurryAd -> Patch iOS Configuration. This is for automatically adding iOS SDK frameworks, libraries or patching the Info.plist file (if needed) as long as the Xcode project is generated by Unity.

[3] Find FlurryAdAgent Prefab and FlurryAdListener Prefab in Assets/Plugins/NeatPlug/Ads/FlurryAd/Prefabs/, open the first scene of your game, drag & drop those two prefabs into the scene.

[4] Okay, the integration is done here. Now set up your Ad by filling in a few properties of the FlurryAdAgent gameObject which you just dropped in the Hierarchy window. To do this, simply select that gameObject, and look at its properties in the Inspector window, you need to fill in:

   · Api Key [Android|IOS] - Your Flurry Publisher ID or Mediation ID for Android or IOS.

   · Ad Space Top Banner [Android|IOS] - Your Flurry Top Banner Ad Space for Android or IOS.

   · Ad Space Bottom Banner [Android|IOS] - Your Flurry Bottom Banner Ad Space for Android or IOS.

   · Ad Space Full Screen [Android|IOS] - Your Flurry Full Screen Ad Space (Intersitial) for Android or IOS.

   · Test Mode - Check this if you want to test on devices.

   · Auto Load Banner Ad - Check this if you want to load banner Ad automatically.

   · Auto Load Banner Ad In Scenes - In which scenes(levels) you want the banner Ad to be auto-loaded. (Set size to zero for all scenes)

   · Auto Load Banner Ad Type - Select the auto-loaded Ad type.

   · Auto Load Banner Ad Layout - Select the auto-loaded Ad layout.

With Auto Load Banner Ad checked, Ad will show up on device after you compile and run then. Basic users can jump straight to step [7] now.

[5] For advanced users who want to take full control of Ads, e.g. close an Ad after an In-App purchase is made, or preload an Ad for later display etc, see below:

  Call the following functions to initialize and request an Ad:

   · FlurryAd.Instance().Init(...) - Required if you don't apply "Api Keys" and "Ad Spaces" property value for FlurryAdAgent.

   · FlurryAd.Instance().LoadBannerAd(...) - Request a Banner Ad.

   · FlurryAd.Instance().LoadInterstitialAd(...) - Request an Interstitial Ad.

  There are other useful public methods that FlurryAd provides, to use them, simply call FlurryAd.Instance().methodName().
Show All   
public void Init(string apiKey, string adSpaceTopBanner, string adSpaceBottomBanner, string adSpaceFullScreen)
/**
 * Initialization.
 * Set the ApiKey and AdSpaces (You can get these info from Flurry publisher site) 
 * 
 * NOTE: This function only needs to be called if you don't configure those params 
 * in FlurryAdAgent gameObject properties.  
 *
 * @param apiKey
 *            string - Your App API key.
 * 
 * @param adSpaceTopBanner
 *            string - The Ad space name of top banner.
 * 
 * @param adSpaceBottomBanner
 *            string - The Ad space name of bottom banner.
 * 
 * @param adSpaceFullScreen
 *            string - The Ad space name of full screen (interstitial).
 */
public void Init(string apiKey, string adSpaceTopBanner, string adSpaceBottomBanner, string adSpaceFullScreen)
public void SetTestMode(bool testMode)
/**
 * Set the test mode.
 *
 * @param testMode
 *             bool - true for Test Mode On, false for Test Mode Off.
 */
public void SetTestMode(bool testMode)
public void LoadBannerAd(FlurryAd.BannerAdType adType, FlurryAd.AdLayout layout, bool hide = false)
/**
 * Load a Banner Ad.
 * 
 * @param adType
 *           BannerAdType - type of the Ad.
 * 
 * @param layout
 *           AdLayout - in which layout the Ad should display.
 * 
 * @param hide (Optional, default false)
 *           bool - whether the ad should keep being invisible after loaded,
 *                  true for making the ad hidden, false for showing the 
 *                  ad immediately. if the parameter is set to true, then 
 *                  you need to programmatically display the ad by calling 
 *                  ShowBannerAd() after you get notified with event
 *                  OnReceiveAd from FlurryAdListener.
 */
public void LoadBannerAd(FlurryAd.BannerAdType adType, FlurryAd.AdLayout layout, bool hide = false)
public void LoadBannerAd(FlurryAd.BannerAdType adType, int top, int left, bool hide = false)
/**
 * Load a Banner Ad and place it at specified absolute position.
 * 
 * Please note that the Ad won't display if the top or left applied
 * makes the Ad display area outside the screen.
 * 
 * @param adType
 *           BannerAdType - the type of Ad.
 *
 * @param top
 *           int - the top margin (in pixels) for placing Ad in absolute position.
 *
 * @param left
 *           int - the left margin (in pixels) for placing Ad in absolute position. 
 *
 * @param hide (Optional, default false)
 *           bool - whether the ad should keep being invisible after loaded,
 *                  true for making the ad hidden, false for showing the 
 *                  ad immediately. if the parameter is set to true, then 
 *                  you need to programmatically display the ad by calling 
 *                  ShowBannerAd() after you get notified with event
 *                  OnReceiveAd from FlurryAdListener.
 */
public void LoadBannerAd(FlurryAd.BannerAdType adType, int top, int left, bool hide = false)
public void ShowBannerAd()
/**
 * Show the Banner Ad.
 * 
 * This sets the banner ad to be visible.
 */
public void ShowBannerAd()
public void HideBannerAd()
/**
 * Hide the Banner Ad.
 * 
 * This sets the banner ad to be invisible again.
 */
public void HideBannerAd()
public void DestroyBannerAd()
/**
 * Destroy the Banner Ad.
 */
public void DestroyBannerAd()
public void LoadInterstitialAd(bool hide = false)
/**
 * Load an Interstitial Ad.	 
 * 
 * @param hide (Optional, default false)
 *           bool - whether the ad should keep being invisible after loaded,
 *                  true for making the ad hidden, false for showing the 
 *                  ad immediately. if the parameter is set to true, then 
 *                  you need to programmatically display the ad by calling 
 *                  ShowInterstitialAd() after you get notified with event
 *                  OnReceiveAdInterstitial from FlurryAdListener.
 */
public void LoadInterstitialAd(bool hide = false)
public void ShowInterstitialAd()
/**
 * Show the Interstitial Ad.
 * 
 * This sets the Interstitial ad to be visible.
 */
public void ShowInterstitialAd()
public void DisableAd()
/**
 * Disable all Ads (Banners and Interstitials).
 * 
 * This function is very useful when you want to disable the Ads after
 * the user makes an In-App Purchase. In this case, you should call
 * this function in OnPurchaseCompleted() event handler of an IAP
 * plugin. 
 * 
 * This function also persists the state on the user's device so you
 * don't need to set any variable in the PlayerPrefs.	
 */
public void DisableAd()
public void EnableAd()
/**
 * Enable Ads (Banners and Interstitials).
 * 
 * This function is for re-enabling the Ads after you called DisableAd().
 * After calling this function, you will be able to call LoadBannerAd() or
 * LoadInterstitialAd() then. And if the "Auto Load" switch is turned on, the
 * Ad will continue to be served then.
 * Persistent state is also taken care of, you don't need to set any variables
 * in the PlayerPrefs either.	
 */
public void EnableAd()
public void IsAdEnabled()
/**
 * Check if Ad is enabled or not.
 * 
 * This function is for getting the current state of the Ad.
 * 
 * @result bool - True if the Ad is enabled, false if the Ad has 
 *                been disabled by calling DisableAd().
 */
public bool IsAdEnabled()

[6] For advanced users who need to handle Ad events, e.g. reposition the game HUD bar as long as an Ad is displayed. Read this:

  Follow the instructions to handle Ad events:

  · Select the dropped FlurryAdListener gameObject, locate the FlurryAdListener.cs script, open it and make some modifications.

  These callbacks are exposed in the script, you can supply your own implementations in them.
Show All   
void OnAdShown() { ... }
/**
 * Fired when the banner Ad is shown.
 */
void OnAdShown()
{
    /// Your code here...   
}
void OnAdHidden() { ... }
/**
 * Fired when the banner Ad is hidden.
 */
void OnAdHidden()
{
    /// Your code here...   
}
void OnReceiveAd() { ... }
/**
 * Fired when a banner Ad is received successfully.
 */
void OnReceiveAd()
{
    /// Your code here...   
}
void OnFailedToReceiveAd(string err) { ... }
/**
 * Fired when a banner Ad fails to be received.
 * 
 * @param err
 *          string - The error string
 */
void OnFailedToReceiveAd(string err)
{
    /// Your code here...
}
void OnPresentScreen() { ... }
/**
 * Fired when a Banner Ad screen is presented.
 */
void OnPresentScreen()
{
    /// Your code here...   
}
void OnDismissScreen() { ... }
/**
 * Fired when a Banner Ad screen is dismissed.
 */
void OnDismissScreen()
{
    /// Your code here...   
}
void OnLeaveApplication() { ... }
/**
 * Fired when the App loses focus after a Banner Ad is clicked.
 */
void OnLeaveApplication()
{
    /// Your code here...
}
void OnReceiveAdInterstitial() { ... }
/**
 * Fired when an Interstitial Ad is received successfully.
 */
void OnReceiveAdInterstitial()
{
    /// Your code here...
}
void OnFailedToReceiveAdInterstitial(string err) { ... }
/**
 * Fired when an Interstitial Ad fails to be received.
 *
 * @param err
 *          string - The error string
 */
void OnFailedToReceiveAdInterstitial(string err)
{
    /// Your code here...
}
void OnPresentScreenInterstitial() { ... }
/**
 * Fired when an Interstitial Ad screen is presented.
 */
void OnPresentScreenInterstitial()
{
    /// Your code here...
}
void OnDismissScreenInterstitial() { ... }
/**
 * Fired when an Interstitial Ad screen is dismissed.
 */
void OnDismissScreenInterstitial()
{
    /// Your code here...
}
void OnLeaveApplicationInterstitial() { ... }
/**
 * Fired when the App loses focus after an Interstitial Ad is clicked.
 */
void OnLeaveApplicationInterstitial()
{
    /// Your code here...
}

[7] Build your App now. To compile for iOS platform, you need to have Xcode installed.

[8] Test and verify if the Ad can show up as expected, don't forget to test if the Ad is clickable and if the Ad window can be opened. It is suggested that you should turn on Test Mode (check "Test Mode" property of FlurryAdAgent gameObject or call FlurryAd.Instance().SetTestMode(true).) Also it would be helpful for you to address issues if you take a look at the logcat output (Android) or xcode debug console (iOS) to find the debug / error / warning messages.

IMPORTANT: Don't forget to turn off test mode before you build your release binary for appstore submission.

[EOF] Should you have any questions or encounter any problems while integrating the plugin, please do not hesitate to shoot us an email at support@neatplug.com, we will be more than happy to help you. Thanks for choosing NeatPlug solutions!