I'm attempting to get my app to serve interstitial ads (video and static) using a cross-promotional chartboost campaign. I feel as though I've set up everything correctly, because my dashboard on the website indicates that the SDK has been integrated for that app, and when I put the app in test mode, it receives test ads. However, when I turn off test mode, I receive no ads. My app was built in Corona SDK, and I'm using the chartboost plugin made by swipeware, shown here. I'm using the demo project on their github page. I think the problem MUST be with the way my campaigns on chartboost are set up, but I don't know why. Can anyone give me a hint? I've made images out of what shows on my dashboard on Chartboost -- seems to me that campaigns like FE_Stories_4_11_Test, whose details are also shown, should be showing ads nonstop. Is there any reason this wouldn't happen?
https://github.com/swipeware/CoronaChartboostPlugin
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I'm having trouble with adMob (like I specified in the title) on my iOS game made with Unity.
I'm using Unity 5.5.5p1 with the adMob plugin.
Everything was fine when I use the testing adUnits, testing ads are showing perfectly, until I use the custom ones pasted from my adMob profile.
I'm building in release mode and my game isn't on the AppStore yet.
Thanks for the attention payed, any suggestion?
First of all, check if there's any whitespaces at the end of your copied ad unit id. It's the most common cause of not showing ads.
If that's fine, then most probably, you are getting no fill matching your custom AdUnit request, which is quite common in admob. If it doesn't get the matching size, it fails to show the ad.
You can see the debug log in the console for your connected device with actual ad id. If it shows, No Fill, then you may get sure that there's no ad currently available in the admob network, matching your given size.
I always prefer using the default sizes of admob, as they are more popular, there's always available ads in the network.
I have successfully added test banner ads to my ios app. The app is linked to Firebase and we've added company tax info to AdMob settings (pending). When I click add an ad unit, the loading spinner never completes even after multiple minutes.
The documentation for creating an ad unit says to access the Monetize tab (https://support.google.com/admob/answer/3052638?hl=en&ref_topic=3052726). This tab does not exist in my console. My console says AdMob Beta. I have also tried to leave AdMob Beta following these instructions following Google admob/answer/7378069 but do not see a Leave AdMob Beta link at the bottom of the AdMob user interface.
Ad Unit Loading Screenshot
Looks like you found or were directed to the Help Center article for the older version of the AdMob interface. You can find updated documentation here:
Set up an app in AdMob
Ad units, ad formats, and ad types
Regarding the issue with Chrome and Safari, are you using an ad blocker with Chrome? If so, it can (as one would expect) block calls and cause errors when using the AdMob user interface.
For those running into this error using Chrome, try a different browser.
Thanks very much Amod for pointing me in the right direction. I was using Chrome. I cleared caches and restarted but ran into the same error using Chrome. However, I was able to successfully add ad units using Safari.
I am using Cordova 6.3.1, when I use cordova-plugin-admobpro, I am getting error, AdMob not defined. I have tried many codes and suggestions but it's still not working. Please help me on these.
I am building app in only android and build is always successful, just only it's just banners are not displayed.
few things you need to check before you add the banner id etc.
Make AutoShow: true
Make AdId to PublisherId
Check the testing mode and banner id is entered correct
Make sure that your android sdk has installed google play services
Make sure that your android sdk is up to date
These are commond problems in such kind of situtations. you can check and test it. It would be working then.
I am building a game using the latest (as of date) libGDX nightlies , RoboVM nightlies, and MoPub bindings that are available here. I used MoPub bindings to show AdMob ads, and I managed to show AdMob test ads on iPhone simulator; however, only test ads are shown on the simulator, and I have not specified any code to show test ads.
The question is: is this normal? is it always going to be test ads on simulator? will real ads show normally on devices?
Thank you.
Ahmad,
It is normal to see test ads once you have integrated. You should be able to see actual creatives from AdMob once the ad network is setup within your MoPub dashboard. It would take some refreshes to get the ads cached but then it would be serving to your simulator.
Another way to test the type of creatives that are coming in is to select ‘Test Ad’ in the Inventory tab over at mopub.com. In the Chrome browser, content may be blocked from being loaded. A shield icon in the address bar will appear. Click on the shield and then click on ‘Load unsafe script.’ Then click the ‘Run Again’ button.
You should be using your AdMob's 'Ad Unit ID' and not the 'Legacy Publisher ID.' I know it may be confusing as within MoPub's dashboard it mentions to have the 'Publisher ID' but really it should be the 'Ad Unit ID' from AdMob that should be entered.
Please consult this guide for more info: http://help.mopub.com/customer/portal/articles/1376821-how-to-set-up-updated-admob-revenue-reporting
Do you have marketplace feature enabled and seeing request/impression counts coming in?
In my iPhone application I have to integrate Tapjoy SDK, and want to show ads,videos.
In Tapjoy SDK demo they are showing only the connection status but what about the ads,videos.
How to show this in UiViewController?
I need to show my app demo to my project manager, and I am not getting any solution on Tapjoy.
Thanks
Before you can start showing ads, you will need to set up a currency in your app. If your app does not have a virtual currency, you will need to set up a non-rewarded currency and pass that id to our servers before you can show ads. You should also add your device into the test device list for the currency. Your app does not need to be live in the app store for you to test that the ads are showing up correctly.
The publisher SDK should have included a sample app for you to look at. You can also visit our knowledge center for more information (https://knowledge.tapjoy.com/en/integration/getting-started-guide-for-publishers).