text: This guide is intended for publishers who want to monetize a Unity app.
  Integrating the Google Mobile Ads Unity plugin into an app, which you will do here, is the first step toward displaying AdMob ads and earning revenue. Once the integration is complete, you can choose an ad format (such as native or rewarded video) to get detailed implementation steps.
  Prerequisites
  - Use Unity 4.6.8 or higher
  - To deploy to iOS
  - To deploy to Android
  - Google Play Services 7.5 or higher
  - Target Android API level 14 or higher
  - Recommended: Create an AdMob account and register an Android and/or iOS app
  Download the Mobile Ads Unity plugin
  The Google Mobile Ads Unity plugin enables Unity developers to easily serve Google Mobile
  Import the Mobile Ads Unity plugin
  Open your project in the Unity editor. Select Assets > Import Package >
  Custom Package and find the
  GoogleMobileAdsPlugin.unitypackage file you
  downloaded.
  Make sure all of the files are selected and click Import.
  Include the Mobile Ads SDK
  The Google Mobile Mobile Ads SDK.
  Android
  In the Unity editor, select Assets > Play Services Resolver > Android
  Resolver > Resolve. The Unity Play Services Resolver library will copy the
  declared dependencies into the
  Assets/Plugins/Android directory of your
  Unity app.
  iOS
  No additional steps are required to include the Mobile Ads SDK into the Unity project.
  - When using Unity 5.6 and above, an xcworkspace is generated that includes the required dependency libraries. Use the generated xcworkspace instead of the standard Xcode project.
  - When using older versions of Unity, the dependencies are included inside the standard Xcode project.
  Set your AdMob app ID
  In the Unity editor, select Assets > Google Mobile Ads > Settings from the menu.
  Enable AdMob by clicking Enabled checkbox under Google AdMob section. Then enter your Android and iOS AdMob app ID in each field.
  If your app uses Ad Manager instead of AdMob, enable Google Ad Manager by clicking Enabled checkbox under Google Ad Manager section.
  Before loading ads, have your app initialize the Mobile Ads SDK by calling
  MobileAds.Initialize() This needs to be done only once, ideally at app launch.
  Here's an example of how to call
  Initialize() within the
  Start() method
  of a script attached to a
  GameObject:
  ... using GoogleMobileAds.Api; ... public class GoogleMobileAdsDemoScript : MonoBehaviour { public void Start() { // Initialize the Google Mobile Ads SDK. MobileAds.Initialize(initStatus => { }); } }
  If you are using mediation, you may wish to wait until the callback occurs before loading ads, as this will ensure that all mediation adapters are initialized.
  Select an ad format
  The Mobile Ads SDK is now included in your Unity app when deploying to either the Android or iOS platform. You're now ready to implement an ad. AdMob offers a number of different ad formats, so you can choose the one that best fits your user experience needs. such as headlines and calls to action are presented in their apps. By choosing fonts, colors, and other details for yourself, you can create natural, unobtrusive ad presentations that can add to a rich user experience.
  Rewarded
  Rewarded video ads are full-screen video ads that users have the option of watching in full in exchange for in-app rewards.