In VR and AR, measuring where users look (commonly called gaze tracking) is of prime importance not only to understand their behaviour, but also to calculate impressions.
Impressions are counted when the ad enters the field of view, meaning when the content is starting to render around them. In other words, whenever the graphics pipeline renders the scene that contains the ad. This increases the chance that the user sees the ad.
If the ad is in another scene, or behind the user, the impression doesn't count until it reaches the field of view.
This is done to protect our advertisers and fight ad fraud, and ultimately to deliver developers more revenue. We're creating a safe environment for brands, assuring that they only pay for ads that are actually seen by the users. Brands are willing to pay a premium for that, and are more likely to spend large amounts.
We also use gaze tracking to report how long users look at specific placements, in an anonymous way. The longer users look at the placements, the better the ad performs, and the more likely the advertiser is to increase their budget.
Place ads where people can see them. It's similar to billboard advertising: a large ad on Times Square is more valuable than a small billboard alongside a village road.
Hide ads behind objects, structures, or placed in an area that only a few user will discover.
If you're using more than 1 camera in the scene, you have to attach AdmixCamera script to each cameras that do not have 'MainCamera' tag. This script helps Admix to recognize active camera. Attaching this script resolves warning - "Admix: No camera availible for the gaze tracking".