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Liftoff Monetize — Android / iOS Unity Test App

Test app for the Vungle SDK by Liftoff Unity plugin (io.liftoff.vungleads) on Android and iOS.

The Android/iOS plugin is developed in a private repository and released to the Unity Asset Store as Vungle SDK by Liftoff. Unlike Windows, the Android/iOS bridge ships as source inside the package — Java glue compiled by Unity's Gradle build and Objective-C glue compiled by the generated Xcode project — with the native VungleAds SDK resolved as a prebuilt dependency (Maven / CocoaPods) via External Dependency Manager (EDM4U).

What's in this folder

Folder Contents
VungleSDKSampleApp/ Unity project with the plugin's sample scenes and scripts (interstitial, rewarded, banner, native, and RectTransform-attached banner formats).

The project references the package locally from ../Packages/io.liftoff.vungleads/ via a file: dependency in Packages/manifest.json, so it always exercises the package version checked into this repo — the same pattern the Windows sample app uses with the Windows package.

Getting started

  1. Open VungleSDKSampleApp/ in Unity 6000.0.66f2 or newer (developed with 6000.3.16f1). Unity regenerates Library/ and the remaining project files on first open.
  2. In Build Settings, switch the platform to Android or iOS.
  3. Set your own Company Name / Product Name / Bundle Identifier in Player Settings.
  4. Replace the app ID and placement IDs in Assets/Samples/Scripts/VungleConstants.cs with values from your Liftoff Monetize dashboard.
  5. Add the scenes under Assets/Samples/Scenes/ to Build Settings (start with LaunchScene). The sample UI is generated at runtime with TextMeshPro; the required TMP Essential Resources are already included at Assets/TextMesh Pro/ (if they're ever removed, re-import via Window → TextMeshPro → Import TMP Essential Resources). Ad text can be in any language, so the sample registers dynamic OS-font fallbacks at startup for non-Latin glyphs — publishers rendering native-ad text themselves need an equivalent font-fallback strategy in their own UI.
  6. Build:
    • Android — EDM4U resolves com.vungle:vungle-ads from Maven during the Gradle build (run Assets → External Dependency Manager → Android Resolver → Resolve if needed).
    • iOS — EDM4U generates a Podfile for the VungleAds CocoaPod; open the generated .xcworkspace after pod install.

Ad formats covered by the sample scenes

Scene Format
InterstitialScene Interstitial
RewardedScene Rewarded
BannerScene, DualBanner Banner
BannerRectTransformScene Banner attached to a RectTransform
NativeScene, DualNative Native