Migration: AdMob to iAd on IOS clarification - ios

I am new to iAd.
Currently trying to switch to iAd due to low revenue.
In Admob, we have this uniquely generated admob id from the website.
How does it work in iAd? Any unique string i need to integrate with iAd?
I have implemented the code for iAd. It is easy but i can't find the place
to edit the advertiser id.
Please clarify.
Cheers

There is no equivalent on iAd part
It's just setup and run.
I assume behind the scenes it's using the application information to connect the uniqueness.
Is there a specific reason you need this? (Like per page differentiation, which is mainly what you lose)

Related

iOS 14 - Source app's responsibility - Display ads that the ad network signs

I have little bit of confusion regarding the second point mentioned for the source app's responsibility in documentation of SKADNetwork.
Add the ad network’s ID to its Info.plist.
Display ads that the ad network signs.
First part is done. I have addded the ad network IDs in my info.plist.
Regarding the second part Display ads that the ad network signs.
Is this something I need to do? Going through the documentation I see the keys but if I do have to implement it what would the value be?
According to this article
Display the ads that the ad network signs -
While this is listed under "Source App" this responsibility will ultimately fall on the ad network SDK if it is going to be handling displaying ads in the app. In any case, the source app must use a set of keys when they call the loadProduct() method to describe a specific impression from the ad network's ad in order to associate an app install with an ad campaign.
Does this means this part of code is handled by the ad sdk?
Thanks
according to this article it seems like sdk will handle
Displaying an advertised product/initiating a validation involves
calling the loadProduct(withParamters:completionBlock:) method, which
requires a signature key that the ad network generates, known as the
SKStoreProductParameterAdNetworkAttributionSignature.

AdMob displays different Ads with same ID on iOS

I’ve made a game with libgdx, and imported Google Ads SDK to add ads.
I downloaded a sample project to see how I should have imported Interstital.
But soon I found out that the interstial shown in my app were very different from the one shown in the sample project, but I don’t know why
Does somebody knows what this could be all about?
Sample project interstitial:
My game interstitial:
EDIT: the two projects use the same AdMob account and Ad ID
You can't fully control what you want the users to see in your Interstitial ad. And you have to be mindful of the Google AdMob's best practices and policies too.
If you want a custom layout, you can use Native Ads Advanced (Unified) https://developers.google.com/admob/ios/native-unified
And if you ONLY want a video rewarded ad, there's another format of ad available:
Rewarded Video Ads https://developers.google.com/admob/ios/rewarded-video
I hope this helps.
EDIT: OP knows the info above, apparently. What OP wanted to know is the reason why the two projects have different ad content.
There should be multiple reasons why you experienced that.
Bundle Ids of the apps.
Either of the two projects has set test device id (or simulator id) to generate test ad, and the other one has not, thus giving you different ads.
Some AdMob's FAQs:
Do I have to choose which ads to show in my app?
No. AdMob automatically serves ads to your apps from the AdMob Network
and third-party networks of your choosing. These ads can be targeted
to your app content and audience.
If you do want control over what appears in your app, you can block
ads from certain advertisers and categories from being shown in your
app.
Who decides which ads to show in my app?
AdMob uses an ad auction to automatically select the ads that will
appear on your pages from all the available ad sources. Generally, the
highest performing ads will be shown in your app.
If you do want control over what appears in your app, you can block
ads from certain advertisers and categories from being shown in your
app.
To know more, read: https://support.google.com/admob/answer/7356092?hl=en

How to work with Firebase App Indexing for IOS Apps

i am in the process of making my app with firebase i am pretty much done with that except Firebase App Indexing. I am very exited with this feature because it could help me to increase my app get more traffic from the web but the problem is i really can't able to see how to implement this. According to Firebase Docs i just need to register my app with this pice of code
[[FIRAppIndexing sharedInstance] registerApp:your Apple ID from iTunes Connect];
I have done that but what should i do after that?
1.My app is firebase app that means i don't have any website to host my content except firebase realtime database. Does my content is available for crawlers? if not how can i make available to them?
2.If i can able to show my content in the google search results i don't wanna show all the content and i wanna show just some of my content for example i have a social app for sharing General Knowledge questions, i wanna show just the question like "What is the highest mountain" in the search results and if the user want to see the answer it should take them to my app how can i do that?
3.As per docs i came to know that i need to create univiersal links for my app content to direct users from google search but how shold i do that ? Lets say should i crate universal links when the user create question?? if so how can i do that ??
Thank you very much for the help.
This is not currently possible on iOS using Firebase App Indexing. The situation is slightly different on Android, but that is not applicable to your question.
On iOS, Firebase App Indexing is simply highlighting pages on your website in Google search results that have corresponding content inside your app. This is achieved by piggybacking on Apple's Universal Links standard, and there is no proactive 'crawling' going on inside your app. This means unless you have a corresponding web page for your app with 1:1 content parity, you can't really benefit from Firebase App Indexing on iOS as it comes out-of-the-box.
The best workaround is to generate little 'placeholder pages' for every piece of content in your app, which the sole purpose of opening your app (if it is installed) or redirecting to the App Store (if it is not installed). Ideally you'll need some sort of deferred deep linking system so that users still see the correct content after downloading. Fun fact: this is essentially how HotelTonight operates their entire business model. Unfortunately Firebase's implementation is not mature enough to support this full flow, and Google hasn't quite figured out how to rank app-only content properly yet in search results so you will probably need to pro-actively submit your placeholder pages to them.
Shameless plug: at Branch, we provide all of the above as a free service. You can read more about it here and take a look at the set up docs here.

Determine whether an app launch came from an AdMob click

I'm trying to figure out whether the users I get from ads will buy in-app purchases frequently enough to justify the cost.
Is there any way an iOS app can tell whether the user has clicked on an AdMob ad in the past? Their Download API only seems to show aggregate data. I'm open to using any other network if they let me do this!
If there's anything in the HTTP request from an ad which would give me the user's magical ISU string, I'd be happy to bounce ads through my own server and implement my own tracking.
Thanks!
AdMob doesn't have any way of querying for this.
I decided to bounce ads through my own server and have the app query it later. If the server finds an ad click which came from the:
Same IP address
Same Device type
Same system version
it will tell the app that it came from a paid click.
Of course the problem with this is that I lose data on some unknown number of ad-click installations. I'd like to know how many I'm losing, but I don't know if there's a way to use AdMob's app conversion tracking together with ads which go to arbitrary URLs.

iAds: Displaying own ads when didFailToReceiveAdWithError

Outside the US and a few other countries (UK, France, Deutschland, Italia, España, Japan/日本), ads from the iAd Network aren't showing up much on iOS, yet.
In the meantime, besides using AdMob and the like to fill the blanks, I wonder if it's possible to display our own ads built with the iAd Producer.
So, the mechanism would be that when advertisements are not available, therefore triggering bannerView:didFailToReceiveAdWithError:, it triggers our own ad instead.
If so, any ideas on: (1) if it's effectively possible to run our own iAd-Producer ads; (2) if so, how to implement that mechanism?
You can also create what adMob calls "In-house" ads. You can upload an image to use as the ad, or simply specify some text and a small icon and AdMob will make it look like their standard ads. This way, you can have your house ads filling up the remaining inventory when iAds aren't being displayed (100% house ads), or whatever amount of space you would like.
I've built an open-source library to handle both iAds and fallback AdMob ads in a single container with a single line of code in each view. This allows me to customize everything about my users' ad experience when there are no iAds to display. Just set your google publisher id to your account's and you're good to go.
You can use custom events in AdWhirl to basically make your iAd-Producer ads its own ad network, where you can assign it a percentage and backfill order.
You will have to implement the code to create the ad and replace the bannerView with your new ad.

Resources