# Scene setup

#### **1. Configure PubScaleManager prefab**

Drag and drop the PubScaleManager prefab from **Assets/PubscaleSDK/Common/Prefabs/PubScaleManager.prefab** in the first scene in your Build Settings.

#### 2. Drag and Drop Native Ad Unit prefab

Drag and drop any of the Native ad unit prefab from the path Assets > PubScaleSDK > NativeAds > Prefabs > AdHolderUnits into your gameplay scene.

{% hint style="info" %}
If using any prefab from the “ScreenSpaceCamera” folder, then put it under a Canvas using **Screen Space-Camera** render or **Overlay render mode.**
{% endhint %}

#### **3. 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/yi7AJIrqv3A12rV6WjHM/blobs/lN5jlFc0U9saiRuHELUZ/AdTag.png" alt=""><figcaption></figcaption></figure>

#### **4. Set the First Ad Request Details**

A new option added from v2.6.0 of the SDK gives you control over the initial caching behaviour depending on the first ad placement in your game and aspect ratio it supports (See - PRESENTATION > Important Changes section for more details)

<figure><img src="https://2443726033-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fyi7AJIrqv3A12rV6WjHM%2Fuploads%2FnCVoSG2SSaevRwvH4pe6%2FFirst%20Ad%20Request.png?alt=media&#x26;token=933cc01f-c750-4f3a-848f-b8aa8a3730e7" alt="" width="563"><figcaption></figcaption></figure>

You can set the aspect ratio and space of the First Ad you want the SDK to cache in the PubScale Window Settings. This ensures the the right type of ad is requested by the time the first ad placement in the game is shown to the user.

We have now completed setting up the ads. Let's proceed to the next step to learn how to test the ads.
