We recently switched to using Google's MobileAdsEventExecutor instead of our custom script to execute on the main thread, however this created some editor issues as our previous admob editor initialisation method caused the MobileAdsEventExecutor to never get setup.
Looks like newer versions of Google Mobile Ads have fixed calling the regular MobileAds.Initialize(..) function in the editor so I have now removed our custom dummy editor initialization and switched back to Google's method, this fixes the MobileAdsEventExecutor not running.
Unity script changes:
- AdMob_Manager.cs fixed initialisation never completing in the editor, this issue had no impact on real devices