interstitial ad vs native Ad - ios

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.

Related

Failed to receive ad with error: Request Error: No ad to show

I want to display AdMob fullscreen ads within my game.
So I have downloaded the latest GoogleMobileAds-v5.4.0 unity package for my game.
But to my surprise, I can't able to get real ads from AdMob though Test Ads working fine.
In XCode Log, I was getting this kind of error messages:
I have created a demo project, just to test ads and no collision with other plugins can occur but the result is the same.
From first to last, I was following this document to implement AdMob ads:
Get Started Google AdMob
I have mostly read other threads that are posted for the same problem but I can't able to find something that becomes useful so I decided to create a separate question with full information provided.
Share your knowledge if you have any idea for this kind of problem.
One more thing, My AdMob account is not new, I was using it for last 6 months.
This is a normal thing as per AdMob person, no problem exists from the outside.
For your device, there is no stock of ads available to display so they are giving this kind of message.
Plus they stopped showing ads for their potential customers (apps or games) through AI algorithms so whoever investing in marketing can get more benefits so if your app doesn't have a large user-base then it may be possible, you will get fewer ads within your device.
This is what I understand from my experience with AdMob ads.
EDIT: Exact message from Google Ads that I received.
I hope now everything is clear to viewers :)

AdMob on iOS - No ad to show

I have had AdMob working fine with test ads for the last 6 months on a new iOS game. Now I want to release it, I switch to using the live AdUnitIds that I have setup in Admob, but it fails on all iOS devices with this error:
Request Error: 1 No ad to show.
Occurring here:
public override void DidFailToReceiveAd(Interstitial sender, RequestError error)
{
System.Diagnostics.Debug.WriteLine(“DidFailToReceiveAd error={0}", error);
}
I am using banner and interstitial ads and get the same error for both.
I have two other games with AdMob all working fine.
Some observations and thoughts:
Interestingly, if I change the BundleID of my new game to one of my other games, the live ads work fine (ie using the exact same code and the new AdUnitIDs), so it can't be problem with my code or the AdUnitIDs. For some reason it doesn’t like my games BundleID.
Is it because the new game is not live in the App Store yet (it’s Pending Developer Release)? I don’t think so as live ads certainly used to work before release.
My new app is not “linked” to AdMob (you can’t link it until it’s Live), so is it related to that? Again I don’t think so as Linking didn't used to make any difference (with my two other games over the last two years)
I can see in my AdMob account there are hundreds of "Requests" but no "Impressions" (apart from the handful I got when I changed the BundleID to my other game as I mentioned above).
So I am stuck waiting to release this new game. Maybe releasing it will start the Ads working? But if not, my game will be shooting up the charts while I don’t get any revenue!
Has someone else had the same problem and then maybe it started working by itself after 7 days or 30 days? Or if they had to create a totally new app with different BundleId or if they gave up and used a different ad supplier?
(Also it seems impossible to contact AdMob support, there's no email or phone and I have tried posting on their support forum, but no joy, so I am really stuck! Does anyone know any way to contact AdMob support?)
So ads are finally working!
I eventually took the step of releasing my new game (I used manual release in the App Store and had been waiting 10 days but no ads showed).
18 hours after appearing in the App Store, ads started working.
More thoughts and observations:
I did not link AdMob to the App Store (I still haven’t), but interestingly my game does now appear in AdMobs search, so I can link it, so linking is not required.
So what actually caused ads to start working? It’s either:
A) AdMob detect the app is actually in the App Store.
B) The game got 5 or so new people using it, so ads were requested from a few different IP addresses)and this triggers AdMob to serve ads.
C) It takes 10 days after switching from test ads to Live for ads to work
My theory is it’s A (especially as I can see Disc Drop in Admob’s search).
I have faced this problem before, my app is also IOS. and I solved this problem now.
If your code is correct(you can show the test AD on you device), all you need is wait. AdMob will take some time for review you application.In my case, It took two days for review my APP and then I got the impressions.

Xcode 9 Swift 4 AR app add ads

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.

Facebook Native Ads on iOS

I'm trying to implement native ads from Facebook in my app. I put the code exactly like Facebook said, and it works. But only if the app was installed via xCode. If the app is installed via Test Flight the ads never appears.
Any ideas?
My Audience Network permission is enable, as well as my ad placement
I know, this question is already answered. I am adding information to help someone looking for explanation.
Test Flight rotates through a pool of IDFA's and hides the users true IDFA, making it difficult to identify a Facebook user – and that is required for delivering an ad.
I have facing this problem when using Testflight beta testing, I switch to Fabric beta testing and the facebook native ad shows.
Just put the app on app store and will be fine.
Remember to uncheck the "Limit Ad Tracking" in the device settings.
https://developers.facebook.com/docs/audience-network/faq#a12
I had an issue similar to this so I used one of my tickets to open a chat with someone at apple via members center. They advised me to give the app 24-48 hours of being live for iAds to work correctly on all devices. They said that Xcode should always display iAds but other methods of deploying iAds may be a bit behind.

Is it allowed to load your own ads in iPhone app?

Is it allowed to load your own ads in iPhone app? I mean, I want to periodically load some ad images from internet to the app, while my user uses it without using iAds network. Is it allowed by Apple? I have read AppStore Review Guidelines and found no restrictions, if the App is not designed only for ads.
Yes, that is allowed and not a subject endangering the Apple approval process.
sure it is.
that's what i do here with my free "lite" app:
http://itunes.apple.com/app/i-love-valmalenco-lite/id459172948?mt=8%20target=
i use an iAd, but when no ads are available (most of the time)
i use my own banner which links to the iStore address of my "fullVersion" app
(so... a very personal ad of my own... but i know of examples apps which use other commercial ads as adsense...)
Yes. You can load other networks ads too if you want. Or just roll your own.
MobClix is good in that it provides a framework that includes iAds.

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