Hi!
I’m using the standard code (converted to JS) from Unity for putting up iAd. It worked on the first try no problem, but now my game hiccups each time a new banner is either loaded, or if there is an error loading an ad (seen through xcode output window when debugging, although it happens with a release build not run through xcode too). When I don’t run the supplied code my game is pegged at 60fps, even with adbannervew it is 60fps until a new ad pops up. The hiccups are VERY noticable, it probably drops to 5fps during these times. Tested device is a 4th gen iPod touch 32gb.
The ads run fine on my iPad 2 and iPhone 5c, so I’m contemplating to not allow ipod 4g, but would rather allow this device.
Here is the code I am running (again, supplied by Unity website, converted to JS):
private var banner : ADBannerView = null;
////////////////////////////////////////////////////////////////
function Start() {
banner = new ADBannerView(ADBannerView.Type.Banner, ADBannerView.Layout.Top);
ADBannerView.onBannerWasClicked += OnBannerClicked;
ADBannerView.onBannerWasLoaded += OnBannerLoaded;
}
////////////////////////////////////////////////////////////////
function OnBannerClicked()
{
Debug.Log("Clicked!
");
}
////////////////////////////////////////////////////////////////
function OnBannerLoaded()
{
Debug.Log("Loaded!
");
banner.visible = true;
}
I’m not doing anything else iAd related, there is one gameobject that runs this script and does a DontDestroyOnLoad, that’s it. I’m not sure if attaching any other game code would help, so let me know if you think something I am doing in my game could be causing something like this.
Thanks a million in advance!