Unity LevelPlay mediation management best practices
These are the best practices you’ll want to follow for the optimal configuration of your monetization stack on Unity LevelPlay.
Creating and managing groups
Groups allow the flexibility to control your waterfall based on country and user segment or a combination of both:
- Be careful not to create groups that have conflicting settings.
- There is a hierarchy function in the group order, meaning the 1st group will override the 2nd group, and so on. Keep this in mind when applying the same countries or user segments to multiple groups.
- Deactivate instances intended for specific countries with a specific deal on other countries/groups where that deal does not apply. This ensures there’s no ad delivery on countries outside of the agreed targeting and terms, which can influence or harm the performance of the deal.
In-app bidding
- To maximize performance, networks should operate as only bidders or non-bidders, never both at the same time in the same waterfall.
- Use multiple bidding networks. Performance is expected to be stronger when more than one network is participating in the auction.
- For non-bidding instances, after creating a new instance or updating the price of an existing instance, utilize the rate function to assign the intended eCPM of that instance. This ensures immediate optimization to maintain a waterfall sorted by descending eCPM.
- Deprecate waterfall instances that have low traffic (less than 2% SOV of revenue) which could also affect the distribution of impressions to the bidder and waterfall.
- Consider deprecating networks contributing less than 5% share of voice of overall revenue, to reduce operation overhead by managing fewer sources.
- Use the bidding test to find the right strategy – in-app bidding hybrid or a traditional waterfall without bidding.
- Strategize with your ironSource team. Together with your account manager, you can decide on a monetization action plan to deliver optimal performance and revenue.