AdRotator V2 updated to Beta & release of the V2 Unity plug-in

*Note, with the release of AdRotator V2.0.1, we have updated the Unity install instructions!! – See here for more info

With a great fanfare and loud Harrumph, we are pleased to announce the first Beta of our new V2 AdRotating solution.

Lots of testing and fixes have gone into the beta and we have also now brought forward the sliding ad solution from V1 which works in exactly the same way it did before.

There are still a few outstanding things we are working that we will include in upcoming releases, such as Local house ad support.


In other news Gergely has started work on the WinJS version of AdRotator (now that a certain launch event has passed), so expect more news on that front.


Lastly Open-mouthed smile

Were proud to announce the release of our Unity3D plug-in for AdRotator.  This enables you to use our Windows and Windows Phone AdRotator solution in Unity3D projects for those platforms and configure how AdRotator works directly from the Unity editor.

Using this is simple and goes like this:

  • Download the Unity AdRotator asset from our codeplex site (We will look to publishing it on the Unity3D store at some later date)
  • Add the Asset package to your Unity3D project
  • In the scenes where you want AdRotator displayed, Ad the “AdRotatorManagement” manager game object to your scene (needs to be the top most item in the hierarchy), after installing the asset, this will appear in the game object create menu.
  • Use the inspector to configure how you want AdRotator to display in your scene.
  • Edit the AdRotator configuration files in the Assets / AdRotator folder (there is one for WinPhone and one for Win8 at the moment but we may unify that later) – Note don’t touch any of the other files
  • When your ready, deploy your game to a Windows 8 C#/XAML or Windows Phone 8 project (these are the only two supported options at the moment)
  • Lastly, open your generated solution and ad the V2 AdRotator beta to your project through NuGet and any other Ad Providers you wish to use.

And you’re done.

Many thanks to Jared Bienz and his crew over at Microsoft who made the initial release of the Unity plug-in possible!

**Note, check the readme that comes with the AdRotator NuGet package if you intend to use PubCentre, there is an additional step to pass the reference for PubCentre directly to AdRotator which will be needed.


Well have fun and enjoy the latest release and be sure to let us know how you get on.


As a closing note, we’ve been talking about putting a testimonials page on the site to get some feedback for how everyone is using adrotator, what your feelings are on the project and if possible your own advice on Ad Providers and monetisation.  Just something to help all devs using the platform make the most out of it that they can.  Hopefully everyone will learn something new from everyone else.



Simon (Darkside) Jackson

AdRotator team



AdRotator is now also listed on the Windows 8 Services store, thanks to some great help from Gabriel Valdez Malpartida on the Windows team – Our thanks Gabriel.

11 Responses to AdRotator V2 updated to Beta & release of the V2 Unity plug-in
  1. DrewNusser

    Hey guys, first off, thanks a ton for the hard work! I’m trying to get your V2 beta running on my Unity game, but I can’t seem to get it to work right. When I follow all the instructions I get an error saying that the game object needs to be added to the first scene, even though it says to add it to the scenes where I want the ads to display. It also doesn’t display anything on the scene where the game object is, but the error goes away.

    I know I can add the adrotator control to the xaml file in the Visual Studio solution, but that’s nowhere in the instructions, and when I do, I can’t disable it for certain scenes.

    Where should I go from here? Any help would be appreciated.

    • Simon (darkside) J

      Hmm, there should not be any issue using it that way, so we’ll look in to it. Could you log an issue on the GitHub site (include a simple sample project if you can) at

      We’re in the middle of a dev cycle at the mo, so if any fixes are needed we should be able to react quite quickly.

      if you want a basic way of controlling the enabling / disabling of AdRotator from XAML then just setup a static event as a bridge from your Unity project and switch the visibility of the control on that event. Then just add it to the XAML project as the instructions describe in the NuGet package.

      • DrewNusser

        Thanks for the quick reply! It’s really cool to see that you support this thing so well. So, based on the fact that nobody else is reporting this, I wonder if it’s just fighting with one of the other plugins that I’m using. Unfortunately I’m a little too strapped for time to really dig into it right now, as I have more pressing issues to deal with. I’m entering the Unity/Microsoft contest, and need to have my game approved and available in the store by next Monday.

        And since I’m assuming it’s just a conflict, I’ll hold off on logging a bug, and I’ll do more in-depth testing in a few weeks. If I see the same behavior, I’ll be sure to report it.

        Thanks again!

      • DrewNusser

        Just to update you, it’s definitely conflicting with the Facebook plugin that is over at Chillsters. Their URL is If I’m able to figure out where the issue is, I’ll let you know. Would you still like me to log a bug for it?

        • Simon (darkside) J

          Log an issue with as much detail as you can provide (and a sample project if your willing) and if we can we’ll put a patch in for the next upcoming update

  2. Nguyễn Hữu Hậu

    Hi, is it support Admob? I followed these steps and try to run demo but nothing appears 🙁

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  4. Hafiz Faraz Mukhtar

    Thanks for your effort. Its been two days I have been trying to put ads in Unity game for Windows Store 8.0 but nothing helped. I added everything as mentioned above and in the readme. Kindly make some video tutorial for it or put some proper documentation.