Xcode 9 Swift 4 AR app add ads - ios

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.

Related

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.

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.

iOS app is not making iAd requests

So this may be a dumb question but I'm a bit confused and wanted get some of your opinions. An app I created just went live in the app store on Friday night (1/9). I developed the app to use iAds but believe I have it setup incorrectly. No ads are being displayed (though it seems like it attempts to) and while the apple website states "live ads" I see 0 requests.
I'm freaking out a bit as people have downloaded the app. That being said I read that it may take a few days for iAds to kick in once the app is approved. At this point its only been 2 days. I also went back into Xcode to check my app and now think I may have an issue with the version up on the app store. When I went back in I realized that the iAd framework was not listed under the general tab --> linked frameworks or the build phases --> link binary with library areas. I'm using swift and my view controller does import iAd. I can also see the test ads in the simulator. Is it possible that my app did not include the framework and thus it is now not working in the App Store? Would the test ads work on the simulator if this was the case (test ads have always worked even before I added in the frameworks)?
I have since added in this framework but am wondering if I should now resubmit a new version to the App Store. What do you think?
If you're seeing test ads in the Simulator, the app side should be set up correctly. You shouldn't need the iAd framework to be listed in "Linked Frameworks and Libraries" if you have imported it in your view controller because it is a framework provided by Apple (you won't see UIKit or Foundation in there, for instance).
What may be the problem (and this is just a possibility) is that, while your app has been approved by the App Store Review Board, it may not have been approved for ads yet. If you log into the iAd site, you should see a message like this under "Messages":
When you submit your app, [app name], for approval, it will also be reviewed by iAd for use on the App Network to determine its appropriateness for receiving ads from iAd advertisers. Once your app is approved, you will be ready to start earning revenue for ads that run in your app.
I wouldn't think that it would say "Live Ads" if it hasn't been approved yet, but I could be wrong; this is the only possibility that I could think of, however. Your users also may be in countries where iAd is not supported (although this is unlikely).

My iOS app isn't requesting iAds

I recently released my first app on the app store (August 5, 2014 release). When I was testing the app the test iAds seemed to never go away. Now, the actual app available on the app store isn't displaying any ads. I have read similar question, where iAds didn't work at first, but everyone says they started working after a little bit. However, mine seems unique in that it made six impressions right after it was first downloaded (6 requests, 6 impressions), but it hasn't done anything since. Is this a programming error and that's why my requests are low, or is this common for iAds on new apps?
Thanks. Oh, and I added ads using the method shown in this video https://www.youtube.com/watch?v=u5XcVnHCQ0w The app uses Sprite Kit and was designed for iOS 7.0. There is only one view controller and it only displays banner ads. The app also uses Game Center if that is of any importance.
iAd takes a few days to look at new apps and then approves those for the iAd network. It is normal that you will have to wait a little bit.

Can I have both iAds and Admob on my app?

I recently added iAd on my app, then I realized that iAds isn't available in my country. Most of my users are in my country, so iAds is useless for me.
I'm wondering If I can put Admob in my app once the didFailToReceiveAdWithError: method is being called? Will this cause any problems?
Yes.
I've done it in one of my apps, which I shall refrain from linking to here. What I did was exactly what you're thinking of, showing a different ad provider (AdMob) in place of iAd when an iAd wasn't available. I've been doing this for months, several updates, and no problem.
If you want to be safe, just make sure that iAd has supremacy over the other providers - that way, there's no reason for Apple to complain.

Resources