UnityAds problem on Android device

Hello, Tudor here!
I’m creating a game called Cube Quest. I have this code putted on the camera:

using System;
using UnityEngine;
using UnityEngine.Advertisements;

public class UnityAdsStart : MonoBehaviour {
	void Awake() {
		if (Advertisement.isSupported) {
			Advertisement.allowPrecache = true;
			Advertisement.Initialize ("22972");
		} else {
			Debug.Log("Platform not supported");
		}
	}
	
	void Start() {
		if(Advertisement.isReady()){ 
			Advertisement.Show(); 
			PlayerPrefs.SetInt("CubePointsLvl",PlayerPrefs.GetInt("CubePointsLvl") + 50);
		}
	}
}

In the editor, it is working, but on my phone (Android) it is not. So what is the problem?

The reason you’re not seeing ads on the device is because you are attempting to show ads before the initialization has been allowed to finish. It takes a few seconds for Unity Ads initialize.

It’s also good practice when testing Unity Ads in your game to have test mode enabled. Check out the following Unity Ads forum post, which provides example code for how to initialize unity ads with test mode enabled, and have test mode enabled only when Development Build is enabled. There is also example code for how to show an ad on start using yield statements to allow Unity Ads time to initialize.

http://forum.unity3d.com/threads/how-to-ad-picture-ads.288306/#post-1902891

FIXED!

After fiddling around a lot I found the solution.

In Unity Ads > click on your game > Click on your game store listing (eg the tab that has your game ID in >
Click on settings next to ad filtering > And turn "Override client test mode OFF!