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Mobile Ads - Simple way to integrate ads in your app

Discussion in 'Assets and Asset Store' started by GleyGames, May 1, 2018.

?

What other advertisers we should add to our plugin?

Poll closed Oct 21, 2019.
  1. Facebook Ads

    64.7%
  2. AppLovin

    34.1%
  3. Tapjoy

    10.6%
  4. MoPub

    15.3%
  5. LeadBolt

    7.1%
  6. ironSource

    20.0%
  7. inMobi

    8.2%
  8. Mobusi

    0 vote(s)
    0.0%
  9. Appnext

    2.4%
  10. Appodeal

    8.2%
Multiple votes are allowed.
  1. GleyGames

    GleyGames

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  2. comrad3

    comrad3

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    Is it possible to integrate fire-base analytic alone admob meditation ?using this plugin @GleyGames
     
  3. comrad3

    comrad3

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    Hello,
    thank for you help admob mediation is working awesome!!
    I have one more question about abmob Ad Units
    if i want to use increase ad unity of banner like 3 different banner then what should i do ?
     
  4. GleyGames

    GleyGames

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    Hello,
    Our plugin only supports a single ad unit ID for each type of ad, if you want more you will have to modify our plugin on your own. Thank you for understanding
     
  5. GleyGames

    GleyGames

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    Hello,
    Firebase is an analytics tool, so is independent of our ad tool. If you integrated in your app it will work
     
  6. hamzaalibhatti

    hamzaalibhatti

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    Nov 14, 2019
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    @GleyGames We purchse your plugin today and integrate admob and make the build it's working fine then we add chartboost and make the build first time its working fine the ad is showing if we run the app second time the app is crash then third time we run the app and app going crash again and again
     
  7. GleyGames

    GleyGames

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    Hello,
    From our store page:
    Capture.JPG

    The chartboost SDK requres legacy android libraries and it is not compatible with the current AndroidX libraries. So chartboost is incompatible with plugins that are using the new androidx libraries. Sorry for the inconvenience but we made that anouncement on our store page.
     
  8. cabanel

    cabanel

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    Hi,
    is it possible to configure mediations in IOS to Android differently using the same AdOrder remote file?

    for example:
    AdMob (android) 70%
    Facebook (android) 30%

    AdMob (IOS) 60%
    Facebook (IOS) 40%

    or should I create two different files?

    thanks
     
  9. GleyGames

    GleyGames

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    Hello,
    You have to create to different file, on the same file there is only one type of mediation,
     
  10. cabanel

    cabanel

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    Sep 22, 2014
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    68
  11. YongAiFaDian

    YongAiFaDian

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    Imported the plugin then get the error show below, how to resolve it?
     

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  12. nemeth-regime

    nemeth-regime

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    Hi, are there any additional steps that need to be taken with this asset when using only Admob and building for iOS using Unity cloud build? or is it just a case of import this asset, import googleads sdk and build with cloud build?
     
  13. GleyGames

    GleyGames

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    Hello,
    We did not test it with Unity Cloud build but you can test it before buying our asset.
    Please create an empty project and import the Admob ADK from here:
    https://github.com/googleads/googleads-mobile-unity/releases

    Then build your project using cloud build, if it builds it will build if you are using our plugin to show ads. If you have errors you should address them to Unity or Admob support since the Admob SDK is not developed by us.
     
  14. r137

    r137

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    When I try to use Vungle and IronSource SDK's at the same time I got this error message:

    Duplicate class android.support.v4.app.INotificationSideChannel


    I guess this is caused by inconsistent dependencies. Some SDK's use old android.support libraries, some others use new androidx libraries. I exported the project to android studio and tried different SDK versions, build tools etc. but couldn't get it working. I am aware of this problem is not directly related to this plugin but considering this plugin supports lots of SDKs is there a potential workaround?
     
  15. GleyGames

    GleyGames

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    Hello,
    Try to delete android-core-core from your libraries and it might fix your issue.
     
  16. r137

    r137

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  17. GleyGames

    GleyGames

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    Hope that this SDK will be moved to production soon, since their current production SDK is old. We are glad you managed to fix your issue and thank you for sharing it for other users.
     
  18. cabanel

    cabanel

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    Sep 22, 2014
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    hi,
    how can I use Admob's Adaptive Banners?

    thanks
     
  19. GleyGames

    GleyGames

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    Hello,
    Currently our asset does not support adaptive banners, but we will look into them and add the support in our next version of the asset.
    Thank you for the suggestion
     
  20. iScriptz

    iScriptz

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    Is there a way to enable test ads/Test mode? I can't seem to find the setting anywhere.

    I have everything setup correctly to the best of my knowledge but the RewardedVideos and Interstitial for Admob are both coming back as "NoFill".

    So I'll assume the best way to test things it to have it show me test ads.
     
  21. GleyGames

    GleyGames

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    Hello,
    In order to receive live ads from Admob, your app has to be signed with your release key and you have to fill your payment details inside your Admob Dashboard.
    Also you can test your app using test ads using the test IDs listed here:
    https://developers.google.com/admob/android/test-ads
     
  22. mykhailov-ihor

    mykhailov-ihor

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    Hi. Want to ask when you will add AdColony banners support?
    Thanks.
     
  23. GleyGames

    GleyGames

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    Hello,
    I am working this week at this, so this week should be live on asset store.. Thank you for using our tools
     
  24. GS796

    GS796

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    Dec 16, 2016
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    @GleyGames
    I bought the Mobile Tools pack, but am posting my question here.
    I am using Admob and want to setup multiple interstitial (and rewarded) placements with different price floors, and then waterfall down these placements to hit the highest value that will serve. I have 10 admob interstitial placements, all with descending price floors.

    Two problems:
    1. The settings only allow a single interstitial (or rewarded) Ad ID per network.
    2. In the Mobile Ads settings window, it seems to only be able to mediate between different networks, not between placements with different price floors.

    Am I missing something, and is this something you can support?
    Thanks in advance!
     
  25. GleyGames

    GleyGames

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    Hello,
    Thank you for using our product.
    What you are asking is not supported and it will never be, let me explain why.
    Our asset is also a mediation tool between multiple ad networks so to incorporate multiple IDs from the same advertiser in our mediation algorithms means that each new ID has to be set up as an independent ad network.
    Ex: You have 2 Admob IDs and a single Unity ads ID and you are using percent mediation. If you set up 50% Admob and 50% Unity, now you will need additional settings inside your Admob settings to specify what mediation should be used between IDs and that will over complicate our plugin and it will make it more hard to use for an inexperienced developer or for a non programmer and we have a lot of customers with very little programming knowledge.
    All our tools are designed with simplicity in mind. To achieve very complicated things with easy to use tools in a singe line of code. What you are asking is a highly advance feature specific for a single publisher and it will break our simplicity rule and consistency along advertisers and we cannot do that.
    Sorry, if this is what you are looking for, our asset is not for you and due to this reason we are willing to offer you a refund if you want. Write to us an e-mail at gley.assets@gmail.com with your invoice number and specify that you want a refund and we will process your request without any questions.
    Thank you!
     
  26. sathya

    sathya

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    Any updates on this feature?
     
  27. GleyGames

    GleyGames

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    Hello,
    Adaptive banners support for Admob was added in version 1.9.6, check the release notes:
    Adaptive banners.PNG
     
  28. umwrya

    umwrya

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    Apr 10, 2020
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    Hello, My app Crashes after build. no Errors. i have done resolve and force resolve. i even tried an empty project with you ad on only and i still get the same result. i tried google sdk 4.01, and the latest 5. same result
     
  29. GleyGames

    GleyGames

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    Hello,
    Please write an e-mail at gley.assets@gmail.com and specify the unity version that you are using and your invoice number.
    We will send you a complete project with Admob already integrated that works.
    If you want to debug your build you can connect your phone to android monitor and check what is the reason of the crash and we can help you solve it.
    Thank you!
     
  30. sathya

    sathya

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    @GleyGames Hi is it possible to run test ads universally? without setting it for each service?
     
  31. GleyGames

    GleyGames

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    Hello,
    That is not possible because for most of the advertisers you have to enable test mode from dashboard and cannot be accessed remotely.
     
  32. sathya

    sathya

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    @GleyGames Have you tried setting the game with Gradle template? anything to consider when doing Gradle build?
     
    Last edited: Apr 23, 2020
  33. GleyGames

    GleyGames

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    Follow our tutorials on youtube channel if you have problems at build:
    https://www.youtube.com/c/gleygames
     
  34. sathya

    sathya

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    @GleyGames
    When I use my old Admob implementation with live ad IDs everything works normally
    but with this plugin and same IDs, I get no fill error.

    Admob Rewarded Video Failed No fill
    Admob Interstitial Failed To Load No fill
    MobieAdsScripts (GleyMobileAds.CustomChartboost) FailRewarded Reload...

    What did I miss?
     
  35. GleyGames

    GleyGames

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    You have to sign your .apk with the release key as it says in red inside documentation :)
     
  36. sathya

    sathya

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    It
    Yes it's signed with proper key.
     
  37. GleyGames

    GleyGames

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    Hello,
    Please write an e-mail at gley.assets@gmail.com and I will send you a complete project with Admob already integrated and working, Maybe your Admob SDK was not properly installed. In the e-mail specify the Unity version you are using.
    Thank you!
     
  38. cabanel

    cabanel

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    I have updated Mobile Ads GDPR Compliant 1.9.8 with GoogleMobileAds-v5.1.0
    and the following error:

     
  39. GleyGames

    GleyGames

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    Hello,
    It looks like Admob just released the 5.1 sdk 3 days ago, we ware not able to submit the updated version. It should come out next week but until then you can use 5.0.1 SDK or you have to manually fix the issue like this:
    Open GoogleMobileAdsSettings.cs

    locate this line:
    internal class GoogleMobileAdsSettings : ScriptableObject

    and replace internal with public like this:
    public class GoogleMobileAdsSettings : ScriptableObject
     
  40. cabanel

    cabanel

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    thanks!
     
  41. cabanel

    cabanel

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    I should manage the size of the facebook banner, with your library, but I don't understand how to do it

    the banner size are:

    BANNER_HEIGHT_50,
    BANNER_HEIGHT_90,
    RECTANGLE_HEIGHT_250

    thanks
     
  42. GleyGames

    GleyGames

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    Since our plugin is based on mediation so if a banner is not available a banner with compatible dimensions from other advertiser is used we have to match the banner sizes between advertisers.
    Since 90% of banner users are using Admob banners in their games the reference dimension is the Admob dimension. Based on this, the smart banner and Adaptive banners from Admob have both small height than the regular banner so to replace them we have to use regular banners from other advertisers for consistent dimension.
    Due to this reason the 90 and 250 banners from Facebook are never used in our asset.
    We are considering adding support for Rectangular banners in May.

    If you need custom size banners you can access Custom[AdvertiserName].cs usually inside LoadBanner method you can modify the banner sizes used based on your needs.
     
  43. cabanel

    cabanel

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    thanks!
     
    GleyGames likes this.
  44. cabanel

    cabanel

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    I have a problem with the facebook banner:

    at startup load the facebook banner correctly with:
    Advertisements.Instance.ShowBanner (BannerPosition.BOTTOM);

    after going to the scene of my store (iap) the banner must be hidden (in order not to overlap the keys), with:
    Advertisements.Instance.HideBanner ();

    on returning to the initial scene the facebook banner must be visible again, with:
    Advertisements.Instance.ShowBanner (BannerPosition.BOTTOM);

    but it does NOT become visible

    if I use AdMob the banner work fine,

    i use your remote setting system
     
  45. GleyGames

    GleyGames

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    Hello,
    Please write to us at gley.assets@gmail.com and send us your demo project to be able to test and fix your issue. Thank you. In our test everything worked as intended.
     
  46. cabanel

    cabanel

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    i have send email

    thanks!
     
  47. GleyGames

    GleyGames

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    Thank you,
    We received your project we will analyze it and tell you how to fix it.
     
  48. GleyGames

    GleyGames

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    The Facebook banner issue is solved and it was submitted to Unity for review. After the review process is done, version 1.9.10 that contains this fix will be available on Asset Store.

    Also for anyone interested, if you found a legit issue in our asset, and you help us solving it, we will offer you a free voucher for any of our assets in return for helping us making a better product.

    Thank you @cabanel for reporting it and providing us testing environment. We really appreciate that.
     
    cabanel likes this.
  49. cabanel

    cabanel

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    the problem was only on Android applications, on IOS is not necessary to update?
    Flavio
     
  50. GleyGames

    GleyGames

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    The problem was present in both Android and iOS
     
    cabanel likes this.