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).
| 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.
- Open
VungleSDKSampleApp/in Unity 6000.0.66f2 or newer (developed with 6000.3.16f1). Unity regeneratesLibrary/and the remaining project files on first open. - In Build Settings, switch the platform to Android or iOS.
- Set your own Company Name / Product Name / Bundle Identifier in Player Settings.
- Replace the app ID and placement IDs in
Assets/Samples/Scripts/VungleConstants.cswith values from your Liftoff Monetize dashboard. - Add the scenes under
Assets/Samples/Scenes/to Build Settings (start withLaunchScene). The sample UI is generated at runtime with TextMeshPro; the required TMP Essential Resources are already included atAssets/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. - Build:
- Android — EDM4U resolves
com.vungle:vungle-adsfrom Maven during the Gradle build (run Assets → External Dependency Manager → Android Resolver → Resolve if needed). - iOS — EDM4U generates a
Podfilefor theVungleAdsCocoaPod; open the generated.xcworkspaceafterpod install.
- Android — EDM4U resolves
| Scene | Format |
|---|---|
InterstitialScene |
Interstitial |
RewardedScene |
Rewarded |
BannerScene, DualBanner |
Banner |
BannerRectTransformScene |
Banner attached to a RectTransform |
NativeScene, DualNative |
Native |