Placements Queue Management Events
Starting with the SDK2.0 this functionality is deprecated.
Currently, all ads are loaded into placements sequentially. During the scene load, all placements are placed in an ads loading queue which defines the sequence of ads loading. There are two major events for the ads queue:
ManagerEvents.PlacementLoadSuccess.OnQueueOccupied
- Triggered when an item is added to the queue. May be executed several times (for example, in case of using deferred placement game object activation).ManagerEvents.PlacementLoadSuccess.OnQueueEmpty
- Triggered when the queue becomes empty. May be executed several times.
Defining Actions for the Admix SDK Events Through the Unity Object Inspector UI
You can use serialised event fields in the object’s inspector to set up actions for all supported events.
You can set up Queue events in the AdmixManager object inspector window:
Defining Actions for the Admix SDK Events Through the SDK API
Placements Queue Management Events Code Example
Manager Queue Events: AdmixQueueEvents.cs
advirManager
class
public ManagerEventStruct ManagerEvents;
using Unity.Engine;
using Admix.AdmixCore;
public class AdmixQueueEvents : MonoBehaviour
{
private void Start()
{
// Adding QueueOccupied method as listener to OnQueueOccupied UnityEvent.
AdmixPreferences.Instance.FindExistingManager().ManagerEvents.QueueOccupied.OnQueueOccupied.AddListener(QueueOccupied);
// Adding QueueEmpty method as listener to OnQueueEmpty UnityEvent.
AdmixPreferences.Instance.FindExistingManager().ManagerEvents.QueueIsEmpty.OnQueueEmpty.AddListener(QueueEmpty);
}
/// <summary>
/// Test listener
/// </summary>
/// <param name="arg0">Placements left to process count.</param>
private void QueueOccupied(int arg0)
{
Debug.Log("Queue occupied.\n" + arg0 + " items left.");
}
/// <summary>
/// Test listener
/// </summary>
/// <param name="arg0">Placements left to process count.</param>
private void QueueEmpty(int arg0)
{
Debug.Log("Queue is empty.\n" + arg0 + " items left. e.g. disabled placements");
}
}