AdMob SDK updates

Monkey Targets Forums/iOS/AdMob SDK updates

Fly-Games(Posted 2013) [#1]
Apple requires new admob sdk. I download and replace SDK files, compile and get error. Who replace SDK and compile project? Can explain how can i solve my problem?


Xaron(Posted 2013) [#2]
Hi,

I just tried it, replaced the original one with the new 6.4.1 and it worked. I had to replace the pathes to the new 6.4.1 in the admob.monkey file.

The build in Monkey did fail. But it always does at my place.

I got that error after I opened XCode and built it there:



So when you get that error, just add the admob files to XCode and it compiles!


frank(Posted 2013) [#3]
It compiles, but doesn't work; see my post here: http://monkeycoder.co.nz/Community/posts.php?topic=1246#57697

If it works for you, please enlighten others and me :)


frank(Posted 2013) [#4]
The latest (6.4.1) SDK seems to trigger Apple it's analyze process for illegal API use. Especially uniqueIdentifier, although according to Google it's not used in the Admob API.

Read here about it ; https://groups.google.com/forum/?fromgroups#!topic/google-admob-ads-sdk/WaSu6SeQMxQ

Hence I couldn't get my app through the validation and so I spent some work making my own banner instead which I like better any way (it's a sinuscroller, i'll add a starfield scrolling against it in the next version, I really needed to publish asap :) See: https://gist.github.com/tluyben/5604660 ; doesn't make any money unless you sell your link in your app, which is quite a real possibility to make money I found. Uses Angelfont, Diddy and some helper classes from myself, but I think it's clear enough.


Xaron(Posted 2013) [#5]
I will go more into detail... Hang on.


marksibly(Posted 2013) [#6]
Ok, looks like admob is currently broken.

When I moved everything to git, I lost a few 'empty' dirs in the process, as git doesn't handle empty dirs to well.

The missing placeholder 'libs' dir in the ios project template in particular means the latest version of monkey has no where to copy the admod libs/headers to - hence the "can't find GADBannerView.h" etc errors.

Fixed in next release (and admob SDK 6.4.1 looks like it's working fine) - coming soon!


frank(Posted 2013) [#7]
It's working fine until you try to submit to the appstore; I tried it with a trivial hello world project and the appstore refused for using uniqueIdentifier (which it doesn't, it still complains though). I think there will be a 6.4.2 very soon.


Fly-Games(Posted 2013) [#8]
i replace sdk in monkey template and recompile all project, All work fine, but Apple say incorrect build, still use UDID, heh


Xaron(Posted 2013) [#9]
Hmm had no problems guys. Apple just approved my app. I used SDK version 6.4.1...


Xaron(Posted 2013) [#10]
6.4.2 is available now btw. but I had no problems with the previous version.


frank(Posted 2013) [#11]
Weird; for me the only difference is admob/no admob to accept/deny the app. Weird coincidence?


dave.h(Posted 2013) [#12]
will the admod adverts display on your iphone or ipad before youve published your game on itunes.ie while your still testing it on your device.


Xaron(Posted 2013) [#13]
Yes it will. It is even displayed on the simulator correctly. So if you see it there it will be ok in the store as well.


dave.h(Posted 2013) [#14]
so i must have done something silly.im using the brl.admob so does it implement exactly the same way as in android as i got that working no probs and if so do i just change the edit section on the admob site to the name of the package.EG com.MonkeyGame to whatever ive called it.


Xaron(Posted 2013) [#15]
That's not necessary. Most important is to set the correct admob Id. If you've done that correctly it doesn't matter what settings you use at the admob site nor how the game is named in iOS XCode.


dave.h(Posted 2013) [#16]
ok idiot alert.Ive fixed it now thanks i missed the obvious out.Ididnt add the lines

admob = Admob.GetAdmob()
admob.ShowAdView 1, layout

what a numpty