This tutorial shows you how Admix banners can be used in a dynamically generated environment that is built inside a single scene, for example when using prefab-levels.
Starting with the Admix SDK 2.1, prefabs are supported on all levels of implementation. It's useful in case you're generating a game environment during app runtime and you want to have Admix banners be a part of that generated content. Endless runners and Rogue-lites are just two examples of games where this would be desirable.
Plugin version 2.1 is in beta and available on demand. Please contact firstname.lastname@example.org if you'd like to try this version.
- Let's prepare a prefab with Admix Dynamic Placements which we want to instantiate somewhere in our game during app runtime.
Please note, all data regarding dynamic placements will be tied-in with an automatically generated scene. This scene will be created on the Admix Developer Platform only and makes analysing performance of dynamic ads much easier. The name of this automatically created scene is: 'AdmixDynamicPlacements'
- Now let's implement a simple script that will instantiate a prefab with Admix Dynamic Banners once the main camera reaches the end of the road.
public GameObject city_prefab_with_Admix_Banners;
bool trigger = false;
void OnTriggerEnter(Collider col)
if (col.gameObject.name == "city" && trigger == false)
trigger = true;
Here it is in action: