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[Released] Mobile Ads SDK

Discussion in 'Assets and Asset Store' started by stanislav-osipov, Feb 21, 2014.

  1. nakshGameDev

    nakshGameDev

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    Mar 20, 2014
    Posts:
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    For any one here reg the wp8 issue... where the app will hang at the splash screen due to stans google ads...

    I tried visual studio express 2012 for windows phone and it seems to be working fine... without any hangs... try it..

    will test it a bit more and let you guys know more...
     
  2. atmuc

    atmuc

    Joined:
    Feb 28, 2011
    Posts:
    1,166
    is it possible to see a test ad on Unity Editor?
     
    Last edited: Aug 24, 2015
  3. danteswap

    danteswap

    Joined:
    Oct 27, 2013
    Posts:
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    Sorry to disturb You But I am still facing this error : Assets/Extensions/StansAssetsCommon/OneSignal/OneSignalWP.cs(37,9): error CS0103: The name `OneSignalSDK' does not exist in the current context.



    Plz Help
     
  4. stanislav-osipov

    stanislav-osipov

    Joined:
    May 30, 2012
    Posts:
    1,790
    no, since this is native ad. I can only try to emulate it using Unity GUI, but banner size may be different.

    Looks like you have onld files somehow, OneSignal isn't part of this plugin. If you contact the support at stans.assets@gmail.com I sure we will be able to solve your issues very fast.
    Thanks.
     
  5. seanbro

    seanbro

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    Apr 25, 2013
    Posts:
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    Does this plugin still work with Unity 5.2? I am getting Xcode 6.4 build errors via il2cpp despite having added all of the frameworks and followed all setup instructions. I have never had problems before. I am using the latest Google SDK (7.4.1) on a fresh project with no other plugins.
    Code (csharp):
    1. Undefined symbols for architecture arm64:
    2. "__GADShowInterstitialAd", referenced from:
    3. _IOSAdMobController__GADShowInterstitialAd_m395 in Bulk_Assembly-CSharp_0.o
    4. _IOSAdMobController_ShowInterstitialAd_m415 in Bulk_Assembly-CSharp_0.o
    5. (maybe you meant: _IOSAdMobController__GADShowInterstitialAd_m395)
    6.  
     
    Last edited: Sep 22, 2015
  6. jeeqonunity

    jeeqonunity

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    Aug 30, 2015
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    I'm having the same issue as well. Using unity 5.2.1, xcode 7, google sdk 7.5. Would love to know how to fix this as well
     
  7. JoshPeterson

    JoshPeterson

    Unity Technologies

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    Jul 21, 2014
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    @jeeqonunity @seanbro

    Is there a 64-bit version of the native binary for the Google Ads SDK? Maybe that is missing?
     
    AlexRay likes this.
  8. jeeqonunity

    jeeqonunity

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    I'm downloading google mobile ads framework (updated one v7.5) from google - I would expect that they have 64bit version included. I've also tried building with with 7.3 which I have successfully used when I was using it with "vanilla" plugin from google (https://github.com/googleads/googleads-mobile-unity). It's just that when I'm using this plugin - I can't seem to link the arm64 version. I've also tried using xcode 6.4 without success.
     
  9. JoshPeterson

    JoshPeterson

    Unity Technologies

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    @jeeqonunity

    Ok, I suspect they have a 64-bit version as well. To confirm, you can try to build for armv7 (In the Unity Player Settings). does the same undefined symbol occur there? If so, it may be worthwhile to submit a bug report and include this project, so that we can have a look.
     
    AlexRay likes this.
  10. rgooden

    rgooden

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    Sep 29, 2014
    Posts:
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    I am working on this project. I am having trouble displaying the INTERSTITIAL ads. I get no prompt in unity and no ads on the android phone. When I debug all seems to flow through the code the way it is supposed to be. The client says DummyClient. I don't know if that means anything. Here is my ad Manager: Any help that leads me to understanding why this does not work is greatly appreciated.

    using UnityEngine;
    using System.Collections;
    using UnityEngine.Advertisements;
    using GoogleMobileAds.Api;

    namespace InfiniteRunner.Game
    {
    public class AdManager: MonoBehaviour
    {
    [SerializeField]

    static public AdManager instance;
    string gameID = "";
    string adMobInterstitial1;

    //admob
    BannerView bannerView;
    InterstitialAd interstitialAd;
    AdRequest requestInterstitial;

    //events
    public event RewardEventHandler Reward;
    public delegate void RewardEventHandler();

    public event DefaultEventHandler Default;
    public delegate void DefaultEventHandler();

    void Awake()
    {
    instance = this;

    //unity ads
    SetGameID();
    Advertisement.Initialize(gameID, true);

    //admob
    bannerView = new BannerView("", AdSize.SmartBanner, AdPosition.Top);
    interstitialAd = new InterstitialAd(adMobInterstitial1);
    LoadInterstitial();
    }

    public void ShowAd(string zone = "")
    {
    if (string.Equals(zone, ""))
    {
    zone = null;
    }

    ShowOptions options = new ShowOptions();
    options.resultCallback = AdCallbackhandler;

    if (Advertisement.IsReady(zone))
    {
    Advertisement.Show(zone, options);
    }
    }

    void AdCallbackhandler(ShowResult result)
    {
    switch (result)
    {
    case ShowResult.Finished:
    Debug.Log("Ad Finished. Rewarding player...");
    Reward();
    break;
    case ShowResult.Skipped:
    Debug.Log("Ad skipped. Son, I am dissapointed in you");
    Default();
    break;
    case ShowResult.Failed:
    Debug.Log("I swear this has never happened to me before");
    break;
    }

    //release
    if (Reward != null)
    {
    Reward -= Reward;
    Reward = null;
    }
    if (Default != null)
    {
    Default -= Default;
    Default = null;
    }
    }

    IEnumerator WaitForAd()
    {
    float currentTimeScale = Time.timeScale;
    Time.timeScale = 0f;
    yield return null;

    while (Advertisement.isShowing)
    yield return null;

    Time.timeScale = currentTimeScale;
    }

    public void SetGameID()
    {
    try
    {
    #if (UNITY_ANDROID)
    gameID = "567856785678";
    adMobInterstitial1 = "345634563456";
    #endif

    #if (UNITY_IPHONE)
    gameID = "1045679005";
    #endif
    }
    catch (System.Exception e)
    {
    Debug.Log("Advertisements: " + e.ToString());
    }
    }

    public void ShowInterstitial()
    {
    if (interstitialAd.IsLoaded())
    {
    interstitialAd.Show();
    }
    }

    public void LoadInterstitial()
    {
    requestInterstitial = new AdRequest.Builder().Build();
    // Load the interstitial with the request.
    interstitialAd.LoadAd(requestInterstitial);
    }
    }
    }
     
    Last edited: Sep 29, 2015
  11. jeeqonunity

    jeeqonunity

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    Aug 30, 2015
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    @JoshPeterson
    Hi, thanks for keep checking in. I have just confirmed that linker error also happens when I just build it for armv7 as well. How do I go about submitting a bug report?
     
  12. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,936
    @jeeqonunity

    You can use the Help > Report a Bug option in the Unity editor. In this case, we will need the project to be attached to the bug report so that we can reproduce it. So if you can send the project along with the report, that will be much appreciated.
     
    AlexRay likes this.
  13. Tano

    Tano

    Joined:
    Nov 11, 2009
    Posts:
    110
    Hi!
    I'm using this plugin, but when i try to compile on iOS and XCode i get this error:

    /Users/kikutano/Desktop/cof/Libraries/Plugins/IOS/GMA_SA_Lib.m:10:9: Module 'GoogleMobileAds' not found

    any suggets?
     
  14. Goodev

    Goodev

    Joined:
    Feb 19, 2013
    Posts:
    25
    How can I set custom adSize?

    Your jar methods are all private function, then, I can't edit code.

    Please make a SetCustomeAdSize for method

    or provide can access com.anroidnative.gms.ad.ANMobileAd private values,methods
     
    Wadjey likes this.
  15. Goodev

    Goodev

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    Feb 19, 2013
    Posts:
    25
    also, I want to set adview.setX/setY and setScaleX,setScaleY
    Please open for customize. or make several method
     
    Wadjey likes this.
  16. grimmy

    grimmy

    Joined:
    Feb 2, 2009
    Posts:
    409
    I have some outstanding issues currently on Android device using the Ultimate mobile plugin. They are:

    1- I get an authentication is required Error each time I try to purchase on device.

    2- Leaderboards do not appear at all. Nothing obvious is shown in the log cat / no errors or anything and I can confirm that the call is getting sent correctly too. I have set them up correctly on google play and the ids.xml has been updated.

    Anyone?
     
  17. HKSpadez

    HKSpadez

    Joined:
    Apr 24, 2013
    Posts:
    87
    just imported the package and im getting these errors without doing anything. anyone run into this?


    Assets/Extensions/AndroidManifestManager/Editor/AN_ManifestManagerWindow.cs(233,53): error CS1061: Type `AddPermissionDialog' does not contain a definition for `titleContent' and no extension method `titleContent' of type `AddPermissionDialog' could be found (are you missing a using directive or an assembly reference?)

    Assets/Extensions/AndroidManifestManager/Editor/AN_ManifestManagerWindow.cs(298,53): error CS1061: Type `AddPermissionDialog' does not contain a definition for `titleContent' and no extension method `titleContent' of type `AddPermissionDialog' could be found (are you missing a using directive or an assembly reference?)

    Assets/Extensions/AndroidManifestManager/Editor/AN_ManifestManagerWindow.cs(476,24): error CS1061: Type `AddValueDialog' does not contain a definition for `titleContent' and no extension method `titleContent' of type `AddValueDialog' could be found (are you missing a using directive or an assembly reference?)

    Assets/Extensions/AndroidManifestManager/Editor/AN_ManifestManagerWindow.cs(492,24): error CS1061: Type `AddPropertyDialog' does not contain a definition for `titleContent' and no extension method `titleContent' of type `AddPropertyDialog' could be found (are you missing a using directive or an assembly reference?)
     
  18. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    It looks like you didn't add GoogleMobileAds framework into your XCode project.
    Please, follow this guide to fix this error.

    Best regards,
    Alex
     
  19. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Please, contact The Stan's Assets Support Team via support@stansassets.com for assistance with this case.
    Provide demo-project with the code you mentioned in your post on this thread also.
    You will get feedback as soon as possible.

    Best regards,
    Alex
     
  20. AlexRay

    AlexRay

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    Jul 9, 2014
    Posts:
    993
    Hello,
    That's not appropriate forum thread for such a questions.
    Please, relate to [Released] Ultimate Mobile Plugin forum thread.

    Thanks.
     
  21. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    This issue is related to Unity version you use in your project.
    Please, update to the latest at this moment Unity v.5.2.2f1 version.

    The issues you mentioned in your post don't exist with the latest Unity version.

    Best regards,
    Alex
     
  22. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    The only place for setup banners size is Google AdMob native API.
    That's not the case to set custom Ad Banners size from Unity code.

    Not setX/setY not setScaleX/setScaleY APIs will NOT be added to Google Mobile Ads API.
    You have an options to set Ads Banner anchors but set banner size and scale is deprecated.

    Best regards,
    Alex
     
  23. warren-miller-maltd

    warren-miller-maltd

    Joined:
    Jul 26, 2012
    Posts:
    53
    hi - WP8 admob bug when I run the example scene I get the following error:
    A first chance exception of type 'System.MissingMethodException' occurred in GoogleAds.DLLand then a break in Application_UnhandledException:
    {System.MissingMethodException: Method not found: '
    can you help please?
    thanks,warren
     
  24. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Did you follow basic Google Mobile Ads setup for Windows Phone 8 platform?
    It may be helpful for you.
    What's your build configuration of the project? I mean Build Settings.
    Please, provide me the screenshot of Build Settings window.

    Best regards,
    Alex
     
  25. elemkozpont

    elemkozpont

    Joined:
    Aug 18, 2014
    Posts:
    8
    I have similar error with Google Ads on WP8: with "deploy" my app not starting (the splash screen not appear)

    I tired with some older versions of Visual Studio (2012 express not compatible, 2013 Community) but the result is same with the 2015 Community. In debug mode this is the message:

    Admob error.png

    Anyone have an idea? (I've checked all documentation)
     
  26. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Let's try to clarify this case.
    Did you test Google Mobile Ad sample scene?

    Just one important thing - Google Mobile Ads development for Windows Phone is currently in progress.
    This update is related to Unity 5.3 guidelines changes for Windows Phone/Windows Store applications.
    So, please, keep looking forward for following updates.

    If you have any additional assistance requests - the best approach is to contact The Stan's Assets Support Team directly viasupport@stansassets.com

    Best regards,
    Alex
     
  27. elemkozpont

    elemkozpont

    Joined:
    Aug 18, 2014
    Posts:
    8
    Hello,

    Thanks for your reply. I'm using the latest (5.2.3 f1) version of Unity 5.2 and Visual Studio 2015.

    I just tried the example scene, here is the log (I made labels for the pressed buttons):

    admob error2.jpg
     
  28. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,

    According to Unity v5.x the situation is following.
    For now, Google Mobile Ads should be updated to be ready to go with the latest Unity version.
    This issue is related to Unity v5.x Windows Phone 8.0/8.1 guidelines.
    As I know, Windows Phone 8.0 support will be fully removed with Unity v5.3

    So, if you want AdMob for Windows Phone exactly now, you should use Unity v4.6.x.
    Please, you can try to build the project with older Unity v4.6.x version and test it on your device.

    Thank you for your patience and understanding!

    Best regards,
    Alex
     
  29. vARDAmir88

    vARDAmir88

    Joined:
    Sep 9, 2015
    Posts:
    36
    Hi!
    Is this plugin support Windows 10 mobile or will be?
     
  30. DeanMarquette

    DeanMarquette

    Joined:
    Feb 10, 2015
    Posts:
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    Not enough information in the documentation. I'm looking at the non-coding scene and the doc just says enter your id's. Enter them where?
     
  31. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Google AdMob does not support Windows 10 Mobile platform.
    So, for now, it's not possible to add this functionality for Windows 10 Mobile.
    If it will be available in future, such a functionality will be implemented.

    Best regards,
    Alex
     
  32. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    If you are interested in non-coding example, the brief description of such approach you can find here.

    In case of AdMob Banner ad you have to in enter your ID as shown on the screenshot below in BannerUnityId field
    admobbanner.png
    In case of AdMob Interstitial ad you have to in enter your ID as shown on the screenshot below in InterstitialUnityId field
    admobinterstitial.png

    Cheers!
     
  33. Anoki

    Anoki

    Joined:
    Jul 11, 2013
    Posts:
    7
    Why this error? Module 'GoogleMobileAds' not found
     
  34. AlexRay

    AlexRay

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    Jul 9, 2014
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    993
    Hello,
    It looks like you didn't import the frameworks into your XCode project.
    Please, follow these instructions.

    Best regards,
    Alex
     
  35. Anoki

    Anoki

    Joined:
    Jul 11, 2013
    Posts:
    7
    How can I set up an remove ads and restore purchase option. Do you have an no coding version of this?

    Sly
     
  36. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    To implement such a functionality, you need two set of APIs in you project - Advertising and In-App Billing APIs.
    Google Mobile Ads SDK plugin will be ok for Advertising part.
    For In-App Billing you shoud use other third-party plugin (you may be interested in Android Native, iOS Native or Ultimate Mobile for unified solution).

    Ther is no ready-made solution. Any kind of implementation is up to you as a developer.
    You can add single In-App product e.g. AdsFreeAppVersion etc. and check every application start is this product purchased or not. Disable Advertising if product is already purchased.
    Also you should store bool flag for this in-app product in a case of no internet connection.

    Restore purchase option available in iOS Native plugin.
    There is no such an option for Android Native, because this requirement has been removed in In-App Billing V3.

    Best regards,
    Alex
     
    Anoki likes this.
  37. Max_power1965

    Max_power1965

    Joined:
    Oct 31, 2013
    Posts:
    127
    Any solution for this problem?? it'a almost 6 months and this problem still occur to me!
     
  38. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    What plugin version do you use in your project?
    For now, the latest version is Google Mobile Ads SDK v 7.4

    Please, update your project to this plugin version.
    If any issues will take place even with the latest version - please, reply to this thread.

    Best regards,
    Alex
     
  39. joneman

    joneman

    Joined:
    Mar 5, 2016
    Posts:
    8

    This Admob Unity Plugin version is with google sdk 8
     
  40. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    Please, could you provide more detailed information to make me able to understand you?
    Provide me full error description you get in your project, plugin version and Unity version you use for your project.

    Cheers!
     
  41. Adswars

    Adswars

    Joined:
    Jun 28, 2015
    Posts:
    13
    Hi, I have use your Google Ad plugin and it's working great.
    I also notice that you released Ad Mediation plugin but when I try to integrate Chartboost to the project.
    I got these errors when build.

    Are there any guide to integrate your Google Mobile Ad plugin along with Chartboost SDK?

    Error-- https://dl.dropboxusercontent.com/u/16627237/tmp/admob-cb.png
     
  42. AlexRay

    AlexRay

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    Jul 9, 2014
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    993
    Hello,
    Google Mobile Ads with Chartboost guide you can find here.
    I want to say, that Chartboost SDK frequently updates and integration guides may be changed.

    You should contact The Stan's Assets Support Team directly via support@stansassets.com to get an assistance in this case. That's the best approach I think.

    Best regards,
    Alex
     
  43. Deleted User

    Deleted User

    Guest

    I bought Google Mobile Ads SDK from unity asset store,which works fine on my device.
    But when I upload the file to iTunes connect,I get this error ITC.apps.preReleaseBuild.errors.processingFailed.
    When I removed Google Mobile Ads SDK from my unity project,it’s ok to upload to iTunes connect.
    So I think the errors has something to do with Google Mobile Ads SDK,but I don’t know how to fix this, so please tell me what should I do to fix this?
     

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  44. AlexRay

    AlexRay

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    Jul 9, 2014
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    Hello,
    I can find your message with the same report in Stan's Assets Support e-mail.
    So, you will get the support engineer's feedback via e-mail.

    Have a nice day!
     
  45. unitywlp

    unitywlp

    Joined:
    Jan 3, 2014
    Posts:
    146
    Hi
    plugin was updated with video ads when can we get it live
     
  46. AlexRay

    AlexRay

    Joined:
    Jul 9, 2014
    Posts:
    993
    Hello,
    What do you mean 'video ads'?

    For now, the situation with Google AdMob is following.
    Ther are two types of Ads:
    • Banners
    • Interstitials
    Interstitials are full-screen Ads containing static content or video content.
    Video or static content, but in both cases it's Interstitial Advertising.

    Best regards,
    Alex
     
  47. unitywlp

    unitywlp

    Joined:
    Jan 3, 2014
    Posts:
    146
    new feature added reward video ads pls check by downloading the new version from admob
     
  48. AlexRay

    AlexRay

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    Jul 9, 2014
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    993
    I'll check it!
    New APIs will be implemented in Google Mobile Ads SDK, if any new feature became available from the Google side.

    Please, keep looking forward to following updates.

    Cheers!
     
  49. unitywlp

    unitywlp

    Joined:
    Jan 3, 2014
    Posts:
    146
    ok make it soon as possible
     
  50. unitywlp

    unitywlp

    Joined:
    Jan 3, 2014
    Posts:
    146
    any updates