HyprMX Unity Adapters
SDK Documentation
  • HyprMX Unity Adapters
  • Mediators
    • AdMob Unity Adapter Plugin
      • Admob Unity Adapter Plugin Change Log
    • AppLovin MAX
      • MAX Unity Adapter Plugin Change Log
    • Chartboost Mediation
    • Digital Turbine FairBid
    • Unity LevelPlay
    • X3M XMediator
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On this page
  • Introduction
  • Supported Ad Formats
  • Compatibility
  • Step 1: Add HyprMX as a Custom Network
  • Step 2: Create Ad Units
  • Step 3: Install Custom Adapter
  • Step 4: [iOS Only] Configure iOS Settings
  • Orientation
  • SKAdNetwork Identifier
  • Step 5: Test and Verify Integration
  • Need Help?
  • License
  1. Mediators

AppLovin MAX

The MAX legacy HyprMX adapter will be sunset on July 16, 2025. To avoid disruptions and ensure your monetization continues smoothly, please migrate to the custom adapter by following the steps below.

Introduction

This guide walks you through setting up the HyprMX SDK as a custom ad network in AppLovin MAX mediation. See below for instructions on how to set up a new adapter or upgrade to newer versions.

Supported Ad Formats

  • Rewarded Ads

  • Interstitial Ads

  • Banner/MREC

Compatibility

  • HyprMX-Max Adapter Version: 6.4.2.0

  • Compatible with AppLovin SDK:

    • iOS: 12.4.0+

    • Android: 12.4.2+

If you need support for older AppLovin versions, your HyprMX account manager is here to help.

Step 1: Add HyprMX as a Custom Network

  1. Click "Click here to add a Custom Network" at the bottom of the page. The "Create Custom Network" page appears.

  2. Enter the following details about the custom network:

    1. Network Type: SDK

    2. Custom Network Name: HyprMX

    3. iOS Adapter Class Name: HyprMXAdapter

    4. Android Adapter Class Name: com.hyprmx.android.HyprMXMaxAdapter

Please note: iOS and Android Class Names must be entered exactly as indicated above.

  1. Press Save to create the SDK network.

Step 2: Create Ad Units

💡Migrating from the MAX Legacy Adapter?

If you’ve previously set up HyprMX ad units using the legacy adapter, you’ll need to create new placements for the custom adapter.

  1. Click the ad unit where you want to enable HyprMX.

  2. Scroll down to the Custom Networks section and enable HyprMX.

  1. Enter relevant information for each placement.

💡Migrating from the MAX Legacy Adapter?

To keep your reporting clean and seamless:

  • Use the same Distributor ID(s) you've been using with your current setup

  • Use the same Placement Name(s) as your current setup

  • App ID: Your Distributor ID (from your account manager)

  • Placement ID: Your Placement Name (from your account manager)

  • CPM Price: Desired floor price

  1. If you're migrating from the legacy adapter, disable the legacy adapter under the Other Networks section.

Important: Avoid Adapter Conflicts

To ensure smooth monetization and prevent issues, only one HyprMX adapter (legacy or custom) should be active at a time.

  1. Save and repeat these steps for each Ad Unit you'd like to configure.

💡Migrating from the MAX Legacy Adapter?

If you’re not yet ready to go live with the custom adapter:

  • Temporarily disable the HyprMX custom adapter before clicking Save.

  • This lets you save any configuration changes and come back later to complete the setup.

  • If you’ve already completed Step 5, remember to re-enable the legacy adapter to avoid disrupting monetization.

When you're ready to go live with the custom adapter:

  • Disable the legacy adapter, enable the custom one, and then Save.

  • Having both adapters enabled at the same time can cause delivery conflicts and impact revenue.

Step 3: Install Custom Adapter

  1. If you're migrating from the legacy MAX adapter, delete the legacy HyprMX Unity Package in your AppLovin Integration Manager.

  2. Download the HyprMX Unity AppLovin Max Adapter Plugin above.

  3. Open your existing application in the Unity IDE.

  4. Choose Assets > Import Package > Custom Package... to bring up the File Explorer (Windows) or Finder (Mac).

  5. Select the HyprMX Unity AppLovin Max Adapter package, and the "Import Unity Package" dialog box displays all the items in the package pre-checked and ready to install.

  6. Install the package.

Step 4: [iOS Only] Configure iOS Settings

  1. Configure your iOS Resolver settings to embed Dynamic Frameworks:

    • Open Assets > External Dependency Manager > iOS Resolver > Settings.

    • Enable "Always add the main target to Podfile".

  1. If you prefer to enable ATS, uncheck the "Allow Downloads over HTTP" checkbox in Player Settings.

  1. When the checkbox is unchecked, add the following keys to the exported iOS project's Info.plist:

    • NSAllowsArbitraryLoads

    • NSAllowsArbitraryLoadsForMedia

    • NSAllowsArbitraryLoadsInWebContent

Orientation

HyprMX recommends your app support all orientations globally to maximize ad fill, as HyprMX ads may be shown in any orientation, and our view controller needs your app to support that behavior. You can configure this by selecting all possible orientations in your project's Player Settings > Resolution and Presentation. For your iOS target, set your Default Orientation to Auto Rotation and select all orientation check boxes:

Please note, this setup does not require that your Game Scene's interface support all orientations. You just have to configure each of the supported orientations on the Screen object when your scene loads:

    public void Start()
    {
#if UNITY_IOS
    Screen.autorotateToPortrait = false;
    Screen.autorotateToPortraitUpsideDown = false;
    Screen.autorotateToLandscapeLeft = true;
    Screen.autorotateToLandscapeRight = true;
#endif
    }

Configuring Privacy Controls

iOS requires that the use of a user's camera, calendar, photo library, IDFA, etc., be declared by advertisers in the plist. Add all of the following entries to your app's plist:

<key>NSCameraUsageDescription</key>
    <string>${PRODUCT_NAME} requests write access to the Camera</string>
<key>NSCalendarsUsageDescription</key>
    <string>${PRODUCT_NAME} requests access to the Calendar</string>
<key>NSPhotoLibraryUsageDescription</key>
    <string>${PRODUCT_NAME} requests access to the Photo Library</string>
<key>NSPhotoLibraryAddUsageDescription</key>
    <string>${PRODUCT_NAME} requests write access to the Photo Library</string> 
<key>NSUserTrackingUsageDescription</key>
    <string>${PRODUCT_NAME} would like to show you personalized ads</string>

Note: Photo Usage and the Photo Add Usage keys are required by the framework to ensure all rich media advertisements are supported.

SKAdNetwork Identifier

The HyprMX 6.0.0+ SDK supports Apple's SKAdNetwork for Attribution. To add the HyprMX SKAdNetwork ID to your Info.plist:

<key>SKAdNetworkItems</key>
<array>
    <dict>
        <key>SKAdNetworkIdentifier</key>
        <string>nu4557a4je.skadnetwork</string>
    </dict>
    ...
</array>

Step 5: Test and Verify Integration

You can receive test ads by enabling test mode. When using the custom adapter, enable test mode before initializing MAX:

HyprMXAdapter.enableTestMode();

We recommend putting HyprMX at the top of your waterfall during testing to ensure you receive ad requests.

Once the SDK is initialized, request an ad and confirm you see test ads. That’s it — you're integrated!

Don’t forget: Disable test mode before going live to start receiving live ads.

Need Help?

If you have any questions, your HyprMX account manager is just a message away!

License

PreviousAdmob Unity Adapter Plugin Change LogNextMAX Unity Adapter Plugin Change Log

Last updated 14 days ago

In the MAX Dashboard, go to: .

Open in the MAX dashboard.

If you're setting up an iOS app, complete the following steps. If not, move on to .

Note: SKAdNetwork IDs are case-sensitive. For more information about SKAdNetwork, please refer to Apple's .

By integrating the HyprMX SDK, you are agreeing to the .

MAX > Mediation > Manage > Networks
MAX > Mediation > Manage > Ad Units
documentation
End User License Agreement
Step 5
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HyprMX-MAX-Plugin-6.4.2.0.unitypackage