Welcome to AdInMo’s SDK docume...
Getting started
Creating your first placement
10min
creating a placement this part requires at least one game on the portal placements are simply objects which will display an advertisement, they must contain a unity 2d texture one game can support multiple placements during this process you will create a placement key that is required to work with the adinmo sdk, please keep this information private view the game you wish to create a placement for on the portal and click the, + add new placement button, if you already have any placements they can be viewed here fill out the details of your placement and select an aspect ratio placements can be edited at any time each placement has its own placement key , this can be found on the placement list you will need this placement key later on in the walkthrough adinmo ingameplay 3 0 enables clicks which can be enabled on a per placement basis see clickable ad units below for more information clickable ad units the click feature is available for all ad formats (display, rich media, video, audio) and all placement types (landscape, portrait, square, tv and the audio prefab click functionality can be set on a per placement basis adinmo’s clickable ad units have the following key features pre click visualizer this indicates to players an in game ad is interactive and actionable to remove any player confusion during gameplay ingameplay magnifier this feature improves viewability and prevents accidental clicks out of the game if a player clicks on the in game ad placement the ingameplay magnifier opens up an increased size of the ad this creates better player engagement to improve monetization & retention you must attach a pause event to the ingameplay magnifier prefab to pause the game once it opens please read below for further instructions on how to the border glow is enabled by default to differentiate clickable from non clickable placements for the best player experience, we recommend keeping the option active this will also highlight your crosspromo or iapboost campaigns in some cases layers can obstruct the placement and prevent clicks from being registered from the manager prefab you can select which layers to ignore specifically for the click functionality as seen in the screenshot below once the player clicks the ad placement it activates the ingameplay magnifier which allows the player to see the ad in more detail for video ads the player can watch the full ad with volume enabled you can customize the appearance of the ingameplay magnifier by selecting an option from the drop menu the ingameplay magnifier also features an additional call to action which can be localized callback functions adinmo’s click mechanics require the following callback functions as adinmomanager class static calls static public void setpausegamecallback(pausegamecallback pfn); use to set a callback in your game triggered when a clickable ad link or the ingameplay magnifier is activated which enables you to take required actions i e pause the game and mute sound delegate pausegamecallback(); static public void setresumegamecallback(resumegamecallback pfn); use to set a callback in your game triggered when a clickable ad link or the ingameplay magnifier is activated and enables you to take required requirements i e pause the game and mute sound delegate resumegamecallback(); adinmo recommends enabling the ingameplay magnifier is important for https //app archbee com/docs/koarvkmqcn8 cgxppfdzc/xlylko ujgjl6oe o79mh as it does the following clearly shows the specific iap offer prevents accidental clicks activating the transaction mechanic and confusing or annoying the player