This is the second article of Unity Ads experience section. In the first one I described initial impressions of integrating Unity Ads and now I’m going to tell about first updates in statistics.
1. First numbers in statistics
And this is the point of confusion…
Here I found a wierd spot in Unity Ads. Their statistics are pretty inconsistent. They officialy say that “view stats appear and update quicker than revenue stats“. And what’s more important: “We recommend to wait for about 7 days and 5000 video completions before gauging the success of your published game ID.”
Here are my results for the 3rd day of using Unity Ads:
As you can see, revenue is calculated only for 1 county.
And results for the 7th day of using:
I finally got an update in revenue on the 7th day. But! It’s not displayed in the 2nd table (below).
2. Only full video ad completions make revenue.
I wrote to the support team (and got pretty quick replies, by the way) to clarify what exactly am I paid for – ad shows, ad completions or installs. And here is a reply:
Revenue is generated based on the quality your users and the impressions you are showing. There’s no “one unified way” of pre-calculating the revenue generated by your game as we run different types of campaigns with different billing points based on completed views, clicks, and installs.
As a result, you are not paid for skipped ads. That’s strange that they allow us to make ads skippable – it is made only in UX purposes.
Only videos that finish playing are monetized, so it’s important to incentivize players to watch the entire video. The best implementations offer boosts before a level, in-game currency, and consumable items that they can acquire occasionally.
Unfortunately, it will take a long time, before I’ll receive 5000 ad views in my game, but I’ll continue to write weekly updates and observations while using Unity ads. So see you in week 2 report.