I have a requirement to develop Android and iPhone versions of the same app, so I'm considering Trigger.io. My question is, I need to support ads on both versions of the application. I'm thinking on using iAd for the iPhone version, and AdMob for the Android one. Does Trigger.io support integration with these two systems? If true, is there any example I can use to start things up? Thanks.
There isn't an existing integration with iAds or AdMob, but you should be able to get that done with our native plugin system
We've published webinar recordings for iOS and Android to help get you started.
Related
I want to build a very simple gallery like app (which uses the Telegram bot API to fetch images from certain telegram channel). I want to have this app for both Android and iOS device. I guess either progressive web app or flutter could be used to achieve this. I have developed native android apps before, and wish to learn PWA or flutter along with this project.
So my question is, can I deploy this app to my iOS device without enrolling in the Apple developer program? Since this is only for personal use and I do not wish to publish this app on any app store. Also, do I need to have a Mac with Xcode to do this?!
Thanks in advance!
For developing a Progressive Web App for iOS, you won't need Xcode and a Macbook since it is basically still a website with enhancements. However, bear in mind that PWA support on iOS is very limited. Android has much better PWA support.
This article gives an overview of what is currently possible
Can someone explain how to use Chartboost sdk in unity. I've already downloaded the sdk and have in my project but I need to know how to get started and how to program with the built in methods. Also I would like to know how to test out the ads if they work on my device
Chartboost have a really detailed step by step guide that can be found here.
https://answers.chartboost.com/hc/en-us/articles/200780379-Unity-Integration
It is recommended to use Prime31 Chartboost plugin,simple and quick, you can be found here:
https://prime31.com/docs#iosChartboost
open unity
assets>import_package>select chartboost.unity
In unity Editor>click chartboost
create new scene>make settings of chartboost like android/ios
test it in real device
6.https://answers.chartboost.com/hc/en-us/articles/200780379-Unity-Integration
Adding the SDK to your games is quick and easy – you just need a few ingredients:
A Chartboost account
An app in your dashboard
The latest SDK
An active publishing campaign
Please note that Chartboost supports Android 2.3+ and iOS 6.0, so make sure to set the minimum OS versions of your Unity project accordingly.
Also, to ensure compatibility with Android 6.0 Marshmallow devices and features, you should make sure that you’re building, compiling, and targeting against the latest Google Android SDKs (at least API level 23). (However, “minimum” SDK can still target down to API Level 9.)
The Chartboost initialization call must be made during hard and soft bootups within the first few seconds of your app launching, regardless of any other actions or user interaction within your app.
I am planing to develop an VoIP iOS app and use Twilios SDK. I am making the choice to either use LiveCode, Appery.io, PhoneGap or build a native Objective C app. I am going to build the app for iOS, Android and HTML5 so the ideal would be to develope in JavaScript for all platforms, but as I understand the support for WebRTC is laking on the iPhone so the alternative for iOS is the native twilio SDK.
My requirements is:
be possilbe to use in iPhone 5 with iOS 7 be able to use twilio iOS
SDK´s voip functionality or twilio´s js SDK (if it is possible to
wrap a browser that supports RTC in the code?) be able to integrate
billing such as in-app payment or paypal with zooz or similar
communicate with REST API´s such as Amazon S3 or a node.js server
store temporary info in a SQLLite db when app is off line make fast
and responsive views (file listings etc) is very important
create cfuuid´s
I have seen several Twilio projects that use PhoneGap but none that are using LiveCode.
I have already built an iOS VoIP app in Objective C, but I want to be able to release it on several platforms also such as for Android and build a HTML5 app, without redoing everything.
This isn't really a programming question and should perhaps not be asked here.
You can create an external for LiveCode and quickly create an interface using the LiveCode IDE. This is probably a quick and easy way to make a working app. If you're starting with LiveCode but are experienced in Objective-C, creating an external won't be a problem for you.
LiveCode doesn't contain native iOS controls, which means that you have to emulate the GUI. If you use PhoneGap, you also will need to compile a plugin for PhoneGap using Objective-C, but you can use a framework, such as JQuery, to get the right GUI.
Either way, you will have to compile the SDK and you'll need to be quite profound in Objective-C.
LiveCode will meet all your requirements. However, Apple will deny your app if you use PayPal for in-app purchases. You'll have to use Apple's in-app purchasing feature. I believe this is possible in LiveCode now. I'm not sure how easy it is.
I'm not sure about file listings either. On iOS, you won't have complete access to all files on the phone. This isn't a LiveCode limation but a limitation of the OS.
I'm using Apache Cordova to build an html5 game.
I want to use RevMob, and I'm following this tutorial http://sdk.revmob.com/cordova#ios-setup
Everything works fine, but it appears that I have access to only two of the RevMob API calls.
I can only use fullscreen ads and ad popups.
I'm willing to use versions of the RevMob SDK different from the latest stable version.
Is there a way to enable the rest of the RevMob functionality in an HTML5 app?
E.g. "More Games", or "Banner Ad"?
Yes! They released version 0.4.0 which includes:
revmob.openAdLink();
Among other features as you can see.
I have built an iOS app with Phonegap (Cordova 1.8.1),and now I'm trying to add admob ads to my app.As you know that AdMob is now not allowing to chose "smartphone web", so can I just simply implementing JavaScript code in the index.html or do I need to using Admob iOS SDK?(OR JUST USING Google AdSense??)
note:
We are simplifying our suite of products by transitioning AdMob mobile web publishers to Google AdSense. Starting May 1, 2012 support for mobile web sites on AdMob will be discontinued and you must have a Google AdSense account to monetize mobile web sites. More information is available here.
I believe that according to their terms of service you'll have to integrate the iOS SDK since you're still releasing a native application.
It's pretty easy to integrate an AdMob ad using the iOS SDK. In (void)webViewDidFinishLoad:(UIWebView *)theWebView, you can add a GADBannerView and follow the integration instructions outlined here.
An important caveat to remember is that you'll have to decrease the size of the UIWebView to make room for the advertisement. Make sure the MainViewController is your RootViewController.