I want to know how I can add apple pay payment to my Unity game. i have tried codeless integration but it is not working, I can't find a proper video on youtube. When i tap on. button it gives me error that no products returned. I am new to Unity and ios Please help me
I tried Codeless integration of unity IAP and followed a youtube tutorial but it did not work
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I have developed an Ad and I am thinking about the monetarizing. I just saw AdMob and I tested the interstitial Ads in my App - works fine.
What I saw in a lot of apps is, that, when the AD is displayed (for example in games) you can play the displayed game in the Ad-Window -- I informed myself and I think that that are so called Native - Ads, am I right there?
I wanted to try it and implement it, but when I go to admob.com into my account and then to my app, all I can add is "Banner", "Interstitial" or "Video Reward" - No Native Apps listed there - which is kind of weird.
Can someone help me out?
Kind Regards
Native Ads is not available to all AdMob users.
Note: Native Ads Advanced is currently released to a limited set of
publishers. If you're interested in participating, reach out to your
account manager to discuss the possibility.
https://developers.google.com/admob/android/native
You can try to contact AdMob team to ask them to activate Native Ads for your account.
I am trying to add iads to my Xcode9/Swift 4 AR project.
From searching online, adding iads to the viewcontroller should be as easy as dragging the iad banner view into the main.storyboard, however there doesn't seem to be any options for ads in Xcode 9. Is this something with the new Xcode version? Or do I need to install some sort of add plugin to use iads. If for some reason iads got removed from Xcode I could always fall back on adMob for IOS.
Thanks, any info helps!
As far as I know, iAds have been depreciated. There are multiple in-app ad services which you can use, one of the most popular ones is, as you mentioned, AdMobs.
You would need to create an AdMob account, and install the Google AdMobs SDK, which is easily done through terminal/CocoaPods.
To create ads you need to first create an Ad Unit, after you've signed up to AdMobs.
Once you have done that, use this documentation, depending on the type of ad(s) you wish to display, to invoke and display ads. Keep in mind, different ads which require different delegates/methods.
But in regards to your question, you are not wrong nor is there any issues. Simple iAds have been abandoned, in essence.
iAd App Network got shut down at the end of 2016. You should use adMob as you stated, or some other form of ads for your app.
I've been installing achievements into my iOS game recently using Game Center, and all appears to be fine.
What I'm wondering is is there anyway I can gather analytics on these achievements? I can't see anything explicit in iTunes Connect so I'm looking for something else I imagine.
If you use flurry analytics you can easily do this. If you are looking for an iTunes Connect or Apple way of doing this there is no feature.
Flurry is 100% free to use and extremely easy to install into your app. It's pretty much drag and drop a few imports and then you're just added one line of code to track specific things.
How I suggest you do this is insert the [FlurryAPI logEvent:#"EVENT_NAME"] call in the same statement that you call an achievement in your iOS game.
Currently you can see in my game what the analytics look like:
I’m trying to add in-app purchases to my Monodroid application. Has anyone successfully implemented this in their app?
I found the project AndroidInAppBillingDemo, but I’m not sure how to integrate this into my app.
I also found an article on Google Play Services which mentions in-app purchases, but I can’t find any example of how to do it.
I also found play.billing.v3. Has anyone successfully used this in their application?
I am developing a game with cocos2d-iphone and I am going to add in app purchases.
AFAIK my options are Open Feint X and MKStoreKit.
I still don't get what's the benefit of using Open Feint over MKStoreKit. Why would someone pick Open Feint?
Why would someone use any 3rd party library over Apple's?
I think the question is moot because OpenFeint added IAP as a service to their existing developers. Meaning developers who use OF primarily as a social platform. And anyone who likes to use an all-in-one solution, from FB, Twitter via Game Center right down to IAP. From what I understand MKStoreKit is just an IAP wrapper with no other features.
I ended up adding some logic to MKStoreKit.
You can get the code from my fork.