Here you will find a full list of release notes for the AdInMo SDK. To download the most recent version of the AdInMo SDK, click here .
Startup time improvements, pause reduction.
Improve image cache performance.
Better, more careful logging.
Remove unused textures in more cases.
Fixed bugs in logic when there are no image candidates available for some reason.
Fixed a corner case upon old textures cache cleanup.
Improved error handling in a few cases.
Other minor stability improvements.
Only allow one AdinmoManager to exist in the scene. Duplicates are auto-destroyed.
Fixed frame rate hitches during Sprite. Create() at a app load time or when a texture cycles for the first time.
Corrected screen space computation for Canvases with Render Mode set to Screen Space – Camera and a Render Camera specified.
Fixed order of vertices when drawing Debug Size Threshold on Quads.
Fixed a bug where AdInMoManager.IsFilled() could return false when it should actually have returned true.
Fixed an issue introduced in 1.4 that caused the AdInMo plugin to silently fail in some IL2CPP builds.
There is now an included file Scripts/AdInMoCompatibility.cs to keep backward compatible reflected functions from getting dead-stripped in IL2CPP.
Removed checkbox from AdinmoManager that if unchecked could reduce revenue
If the server connection fails at app startup because it was choked out by other services, a retry will be attempted 5 seconds later.
Added AdinmoManager.Pause() and AdInMoManager.Resume() to temporary all AdInMo processing and network traffic.
To maximize your revenue, ads now cycle automatically every several seconds rather than waiting for you to all AdInMo.CycleTextures().
Added AdinmoManager.IsFilled() which will return false in the rare case that no ads were filled.
Added a camera override to each AdInMoTexture in case they are drawn with a different camera from your main scene.
Fixed a crash in AdinmoSender.GetServerConfig() if too many other web services are running from a game and AdInMo gets starved out.
Fixed EncodeToPNG error occurring in certain version of Unity.
Fixed other minor backward compatibility warnings with certain Unity versions.
Lowest supported version is Unity now 2017.1.
Fixed coverage computation when UI.Image is used on canvas with Canvas.renderMode.WorldSpace.
Fixed placement size computation for images with a parent Canvas set to “Screen Space — Camera” and it’s camera is not “None”.
Fixed an editor only bug where the Scene camera was used for “Debug Size Threshold” rather than the game’s main camera when the Scene window was used.
AdinmoManager checkbox added for “Debug Size Threshold.” This puts a debug border around Placements. Green means it is big enough to pay for an add. Red means it’s too small.
AdinmoManager checkbox added for “Development Build” to avoid sending impressions during test builds that checked as “Release” through Unity.
Compatibility confirmed with Unity 2018.3.0.
Added checkbox to AdInMoTexture to disable rendering until the ad is ready, thus reducing the need for programming a callback.
Strip spaces from Placement Key and Game Key to reduce cut-and-paste errors.
Compatibility confirmed with Unity 2018.2.18.
Unity backward compatibility support. Tested back to Unity 5.6.1f.
Simplified AdInMoManager prefab to a single game object with a single component.
Added public Color AdInMoTexture.GetBorderColor() to allow developers to choose matching backgrounds.
Optimized network bandwidth.
Added offline caching mode which allows developers to continue to earn money on impressions while the player is in airplane mode or a network connection is unavailable.
Bug fixes and performance improvements.