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unity-technologies/levelplay-unity-integration

Integrates the LevelPlay Mediation SDK via the Ads Mediation UPM package. Use when a developer asks about adding ads to a Unity game, implementing rewarded, interstitial, or banner ads, setting up ad mediation, configuring ad networks, installing or updating the Ads Mediation package, troubleshooting LevelPlay namespace errors, resolving Android gradle or iOS CocoaPods dependency issues for ads, configuring ATT or privacy settings for ad compliance, tracking impression-level revenue (ILRD), initializing the LevelPlay SDK, or setting up ad unit IDs. Also use when a developer wants to monetize their Unity game with ads, asks how to get started with LevelPlay, ads, or mediation, or needs help with any part of the LevelPlay integration workflow including platform-specific setup for iOS or Android. Also use when upgrading the LevelPlay or IronSource SDK version, migrating from deprecated IronSource.Agent APIs, or migrating a game from Unity Ads to LevelPlay.

levelplay-unity-integration란 무엇인가요?

levelplay-unity-integration is a Claude Code agent skill that integrates the LevelPlay Mediation SDK via the Ads Mediation UPM package. Use when a developer asks about adding ads to a Unity game, implementing rewarded, interstitial, or banner ads, setting up ad mediation, configuring ad networks, installing or updating the Ads Mediation package, troubleshooting LevelPlay namespace errors, resolving Android gradle or iOS CocoaPods dependency issues for ads, configuring ATT or privacy settings for ad compliance, tracking impression-level revenue (ILRD), initializing the LevelPlay SDK, or setting up ad unit IDs. Also use when a developer wants to monetize their Unity game with ads, asks how to get started with LevelPlay, ads, or mediation, or needs help with any part of the LevelPlay integration workflow including platform-specific setup for iOS or Android. Also use when upgrading the LevelPlay or IronSource SDK version, migrating from deprecated IronSource.Agent APIs, or migrating a game from Unity Ads to LevelPlay.

지원 대상Claude Code~Codex CLI~Cursor
npx skills add https://github.com/unity-technologies/skills/tree/main/skills/levelplay-unity-integration

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문서

LevelPlay Unity package/SDK Integration

Base editor-side checks on the actual project rather than assumptions — read the project files, or ask the user to confirm in the Editor. The C# scripts generated in this skill are MonoBehaviour files for the user to save to their project, not for inline execution.

This skill covers the LevelPlay integration path only; it does not cover other mediation SDKs. If the user explicitly asks about alternatives, acknowledge that alternatives exist and point them to those vendors' own documentation — do not describe, characterize, or make claims about competitor products.

Follow the steps and provide only the files and configurations described in this skill. Do not proactively add steps, create files, or make recommendations based on general knowledge. If the user asks a question outside the scope of this skill, check the skill and reference files first to confirm it is not covered. If it is not, use general knowledge to respond, but do not incorporate additional steps or files into the integration workflow as a result.

Follow the integration workflow sequentially, one step at a time. Ask only the questions for the current step — do not gather information for future steps in advance. Wait for the user's response at each checkpoint before proceeding.

LevelPlay is Unity's ad mediation platform: it connects your game to multiple ad networks simultaneously and runs a unified auction across multiple ad networks and bidders to maximize competition for each impression. This guide walks you through the full integration: installing the SDK, configuring dependencies for Android and iOS, initializing LevelPlay in your project, and implementing rewarded, interstitial, and banner ads. If you already have part of this set up, you can skip ahead to the relevant step.

This SKILL.md is the workflow spine. It keeps the decisions, checkpoints, and exact questions; longer code, full API detail, and edge cases live in references/ and are linked from the relevant step. Read the linked reference when you reach that step — do not answer from general knowledge instead.

Integration Workflow

0. New Integration or Migration?

Ask: "Are you starting a new LevelPlay integration, migrating an existing one (from an older SDK version or from Unity Ads), or troubleshooting an existing setup?"

  • New integration: proceed to Step 1.
  • Migration (SDK upgrade, replacing IronSource.Agent APIs, migrating from Unity Ads, or fixing a Maven Central Android build failure): Read references/migration-sdk-9.md. Ask which of the five scenarios applies — A = SDK upgrade, B = init API migration, C = ad unit API migration, D = Maven Central build failure, E = Unity Ads migration — then follow the matching scenario. After applying all code changes, work through the Migration Completeness Checklist (section C5 of the reference) — it catches requirements that a line-by-line translation misses because the legacy code had no equivalent line. Then ask the user to check the Unity console for compilation errors, and fix any that appear before presenting results. Do not block or keep retrying if you cannot see the console: list the files you changed, say what to look for, and continue.
  • Troubleshooting or adding to an existing setup (ATT, GDPR, ILRD, Test Suite, build errors on a fresh integration, or adding a feature to an already-working integration): Identify what the user needs and go directly to the relevant step or reference from "When to Read Detailed References."

1. Verify Unity Environment

Check that the user is working in a Unity project by verifying Assets/ and ProjectSettings/ directories exist. If not in a Unity project, instruct the user to navigate to their Unity project directory. If those directories are not found but the user believes they are in the right place, ask: "It looks like you may not be at your project root — can you navigate to the top-level folder of your Unity project and confirm you can see Assets/ and ProjectSettings/ there?"

2. Understand Business Goals

Before implementing ad units, determine the user's optimization priorities to recommend the appropriate ad unit strategy. Ask:

"What's your primary optimization goal?"

  • Revenue-focused: Maximize ad revenue and impression opportunities
  • UX-focused: Prioritize gameplay flow and user satisfaction
  • Balanced: Optimize for both revenue and UX
  • Not sure yet: Default to Balanced and proceed. At Step 8, briefly note you're using Balanced since they were unsure, and invite them to indicate a different preference now that they've seen the format options.

Record this answer for later strategy recommendation in Step 8.

3. Install LevelPlay SDK via UPM

If the SDK looks already installed: do not take that on trust, and do not ask the user to read the Package Manager window for you. Read Packages/packages-lock.json and look for com.unity.services.levelplay. If it is there, say which version resolved and proceed to Step 4. If it is not, it is not installed, whatever the conversation so far has assumed: continue with the install below.

Guide through installing the LevelPlay Unity package using Unity Package Manager:

  1. Open Unity → Window > Package Manager
  2. Select Unity Registry dropdown or Services tab
  3. In the Package Manager search bar, type Ads Mediation
  4. Confirm the package name matches exactly: the correct package is titled Ads Mediation. Do not install either of these packages:
    • Ads IAP Mediation Adaptor (a separate in-app purchases package, not the LevelPlay SDK)
    • Advertisement Legacy (a deprecated package, not compatible with the current LevelPlay integration)
  5. Click Install button
  6. Wait for package to download and import

When you install the package, you may see a prompt to install Mobile Dependency Resolver — click Import if it appears. This is covered in more detail in the next step.

Then verify it resolved, by reading the project rather than by asking. The package id is com.unity.services.levelplay (its Package Manager display name is Ads Mediation; the id is what the project files record). Check both files:

  • Packages/manifest.json lists what the project asks for. com.unity.services.levelplay must appear under dependencies.
  • Packages/packages-lock.json records what Unity actually resolved. The same id must appear here too, with a concrete version. This is the file that answers "did it install", and it is the one to trust.

Both are plain JSON in the project, so this check needs no Editor, no CLI, and nothing from the user. Read them.

This is a hard gate, not a formality. Do not write, generate, or paste a single line of LevelPlay code until com.unity.services.levelplay is present in packages-lock.json. Skipping ahead produces code that looks correct, compiles nowhere, and fails with CS0246 on every LevelPl

Individual skills in this repo

This repo contains 9 individual skills — each has its own dedicated page.

unity-technologies/2d-pixel-perfect

Sets up, diagnoses, and fixes pixel perfect 2D rendering in Unity projects. Use when working on any retro-style or pixel art 2D game.

unity-technologies/audio-setup-mixers

Scans the scene and audio assets to appropriately route Audio Sources into existing Audio Mixer Groups, classifying each source by what it plays. Use when the user asks about cleaning up mixer assignments, routing audio through a mixer, or which group a sound belongs in. Creating mixers and groups, and setting volumes, are not automated — the skill inventories what exists and asks the user to add anything missing.

unity-technologies/build-live-game

Build and operate a live game using Unity Services. Use when the user needs to implement, connect, or debug backend-driven features — battle passes, achievements, player progression, cloud saves, leaderboards, matchmaking, virtual economies, server-authoritative logic, anti-cheat, player accounts and authentication, remote configuration, feature flags, A/B testing, analytics, or cloud resource deployment. Triggers on live-ops, live service, backend, server authority, cloud code, cloud save, remote config, player data, retention, monetization loop, season pass, ranking, multiplayer sessions, lobbies, or any Unity Services integration.

unity-technologies/generate-editor-search-query

Generates Unity Search / Quick Search queries and opens the Unity Search window for read-only Unity Editor asset or scene-object lookup requests. Always use when the user asks to find, search, show, locate, filter, look up, query, or list concrete assets or scene objects in the current project or scene, even if Unity Search is not named. Covers materials, textures, prefabs, scenes, scripts, shaders, GameObjects, components, Lights, Cameras, UI objects, labels, paths, references, selected or named assets, and asset types. Also use when the user explicitly mentions Unity Search, Quick Search, Search window, open Search, or asks what Unity Search query to use. Do not use for general project overview, project structure, folder-purpose summaries, gameplay/system explanations, how-to programming questions, web search, repository text search, build logs, package installation, menu or settings search, modifying results, or non-Unity filesystem search unless the user explicitly asks to use Unity Search.

unity-technologies/implement-in-app-purchases

Implement, configure, and debug Unity In-App Purchases (IAP) — store connection, product catalog, consumable/non-consumable/subscription purchases, two-step pending-confirm flow, receipt validation, entitlement checking, restore transactions, Apple extensions (promotional purchases, Ask-to-Buy, code redemption), and Google Play extensions (subscription upgrade/downgrade), D2C Capabilities(direct to customer), 3rd party payment provider (Stripe/Coda) via Unity IAP/Unity Cloud. Use when the user needs to add, modify, debug, or migrate from native Android/iOS billing, 3rd party packages(RevenueCat/Adapty/Essential Kit/Unipay supported) to IAP. Triggers on microtransactions (MTX), monetization, real-money purchases, store purchases, buying items, support D2C, purchase via Stripe/Coda, migrate from native billing(Google's BillingClient or Apple's StoreKit/SKPaymentQueue/SKProduct)/RevenueCat/Adapty/EssentialKit/Unipay.

unity-technologies/initialize-ai-navigation

Sets up and configures the Unity AI Navigation system — NavMesh surfaces, NavMesh agents, obstacles, links, modifiers, areas and costs. Use when creating walkable navigation meshes, adding pathfinding agents, setting up patrol routes, configuring obstacle avoidance and carving, connecting separate NavMeshes with links, coupling navigation with animation, or troubleshooting navigation issues.

unity-technologies/localization

Sets up and configures Unity Localization, including locales, String/Asset Tables, CJK font support, and Addressables workflows. Use when the user wants to add languages to a project, translate UI text, support Asian (CJK) languages with TMP fonts, or mentions i18n, l10n, multilingual support, or making a game support multiple languages.

unity-technologies/manage-sprite-atlas

Manage SpriteAtlas using prebuild pipeline with IPreprocessBuildWithReport (DEFAULT approach). Use it to configure master atlases, variant atlases, texture settings, packing settings, and platform-specific configurations. Use when the user asks about creating sprite atlases, optimizing sprites, configuring atlas settings, adding sprites to atlases, creating variant atlases, implementing automated atlas generation, or runtime sprite atlas access. Always use prebuild approach unless user explicitly requests manual authoring.

unity-technologies/migrate-birp-to-urp

Plans, executes, and troubleshoots Unity projects moving from the Built-in Render Pipeline (BiRP/BIRP/Built-in RP) to the Universal Render Pipeline (URP). Use when the user asks to upgrade, convert, switch, or migrate a project, scene, material, or shader to URP/Universal Render Pipeline; fix pink or magenta materials after URP; convert Built-in materials/shaders; move a 2D project to URP 2D; review lighting, quality, post-processing, baked lightmaps, or reflection probes after URP; or diagnose visual problems after a render-pipeline migration.

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