---
description: >-
  Double-check your integration with this checklist. These key components will
  help ensure a seamless Immersive ads SDK integration, minimizing errors before
  your app goes live.
---

# Integration Checklist

### Basic Checks:

#### 1. **Replace the PubScale Placeholder**&#x20;

It is important that you replace the PubScale placeholder with your game’s assets, which is displayed when there's no ad available.

<figure><img src="https://content.gitbook.com/content/Ti7L0s0VAeOE03JAn3Um/blobs/G2u9FOPdgAkL7yrdFDsc/Placeholder1.png" alt=""><figcaption></figcaption></figure>

2\. **Assign Unique Ad Tag for Ad Units**

Ensure each ad unit has a unique Ad Tag assigned. Example: Home\_Screen\_Unit or level\_fail\_ad\_unit. This allows us to analyze the performance of each ad unit for further optimization.

<figure><img src="https://content.gitbook.com/content/Ti7L0s0VAeOE03JAn3Um/blobs/93cFPzJ9Aku66yPUvW73/AdTag.png" alt=""><figcaption></figcaption></figure>



***

### Visual Checks:

1\. **Avoid Ad Unit Overlap with Screen Elements**

Ensure ad units do not overlap with other on-screen elements.

<figure><img src="https://content.gitbook.com/content/Ti7L0s0VAeOE03JAn3Um/blobs/EDNTcMZ1XXcTjFIzqaUr/AdUnit%20Overlap.gif" alt=""><figcaption></figcaption></figure>

***

### Functional Checks:

#### 1. **Ensure Impressions and Clicks are registered**

Build the application to an actual device. Verify if the impression indicator turns green when the ad is in the camera view and if the click indicator turns green when you tap on the ad.

{% hint style="info" %}
If the Impression indicator is not green, [find the fix here.](../troubleshoot#id-75d19063-242b-486e-b874-ed3aeb011c24)

If the Click indicator is not green, [find the fix here.](../troubleshoot#id-87812b65-8d1a-4fe4-adb0-06debb085501)
{% endhint %}

<figure><img src="https://content.gitbook.com/content/Ti7L0s0VAeOE03JAn3Um/blobs/Vmtwj0ewNFKGdBtk2zZg/click%20check.png" alt=""><figcaption></figcaption></figure>

#### 2. **Disable Ad unit During Popups and Overlays**

Ensure that when a popup or overlay appears over an ad unit, the background ad unit is disabled to prevent accidental clicks, avoiding potential policy issues due to high CTR.

{% hint style="info" %}
To disable the ad, call HideAd() on nativeAdHolder, and to enable it again use UnHideAd()
{% endhint %}

{% hint style="warning" %}
Ensure the ad unit is disabled even when it's completely hidden by the overlay.
{% endhint %}

<figure><img src="https://content.gitbook.com/content/Ti7L0s0VAeOE03JAn3Um/blobs/STTy7O0TvAaHvl59xlAs/AdUnit%20Overlay.gif" alt=""><figcaption></figcaption></figure>

#### 3. **Enable Status Visualizer:**

Before sending a build to our QA for testing, ensure the Status Visualizer is enabled.

{% hint style="info" %}
&#x20;**You don't need to disable it;** <mark style="color:yellow;">it will be automatically hidden</mark> when Test Mode is disabled in PubScale Settings.
{% endhint %}

<figure><img src="https://content.gitbook.com/content/Ti7L0s0VAeOE03JAn3Um/blobs/nceAkQHWZnN9qosoaqLi/StatusVisualizer.png" alt=""><figcaption></figcaption></figure>

#### 4. **Ad Request Management:**

**To Allow Subsequent Ad Requests:**

{% hint style="warning" %}
This is to be done only if your ad is placed on **panels or pop-ups**
{% endhint %}

If your ad is placed on panels or popups, disable AutoFetch() and manually call FetchAd() only when the UI panel or overlay is active.

When fetching an ad manually, include a counter. If it's been over 15 seconds since the last ad impression, fetch a new one; otherwise, keep showing the current ad.

{% hint style="info" %}
Subscribing to Event\_OnAdLoaded on NativeAdHolder records the last ad load time. This prevents multiple ad requests, especially during frequent panel openings and closings.
{% endhint %}

**Avoid Ad Unit Triggering Multiple Requests:**

To address this issue, ensure that AutoFetch() is disabled whenever FetchAd() is called manually.



**5. Rollout with A/B Test**

<div align="left"><figure><img src="https://content.gitbook.com/content/Ti7L0s0VAeOE03JAn3Um/blobs/DBsoKvug6B39kltHKadK/165_benefits_AB_testing_illustration_blog.png" alt="" width="426"><figcaption></figcaption></figure></div>

If you plan to roll out with an A/B test where ads are shown to some of the users while others don't see them, make sure to follow the steps below:

1. The first step would be to <mark style="color:yellow;">remove the PubScaleManager prefab from the first scene</mark>
2. Once a response is received from the A/B test service (such as Firebase Remote config)
   1. If the user is to be shown ads, you can instantiate PubScaleManager like any GameObject or it can also be loaded from the Resources folder
   2. Once the PubScaleManager is instantiated, it will begin Caching Ads
3. In addition to the above, the <mark style="color:yellow;">default state of all Native ad Game Objects needs to be Disabled</mark>. Otherwise, when the native ad object requests an ad, the PubScaleManager will get dynamically instantiated (lazy loaded) and begin caching ads.

The main goal is to prevent the PubScaleManager from being loaded for users who are not supposed to see ads. If active, it will cache ads that will not get shown, impacting Show Rate negatively driving down ecpm.

Doing the above steps (2) and (3) ensures the A/B test happens correctly.









