Banner Ads in React Native 2018? - android

I'm just wondering if it's still possible to implement banner ads in a React Native App. I've tried using some but they don't work.

You want to display banner ads in React Native. I recommend two popular libraries which help you do that.
The first one is react-native-admob
The second one is react-native-firebase which is provided so many libraries to help you use firebase services (included admob). I prefer this one.
PS: The integrating is a little bit complicated but keep patient then they work like charm.
Cheer!

I’ve done some digging on this. And here is what I've found so far.
AdMob: Supported and verified
I managed to make this work. In terms of dependency, AdMob requires FireBase. But FireBase does not support React Native out of box. I used a wrapper called React-Native-Firebase to make it work. https://rnfirebase.io/
https://firebase.google.com/
https://dev-yakuza.github.io/en/react-native/react-native-admob/
FB Ads: Supported
I haven’t verified it myself. But it seems to be well documented. (And React Native being related to Facebook, I’d be surprised if it weren’t supported.) https://www.npmjs.com/package/react-native-fbads
Flurry: NOT supported
Flurry Analytics supports React Native but Flurry Ads do not. Below is message from their support team when I asked them about this.
"Thank you for contacting Flurry Technical Support. We offer a React Native wrapper, however it does not currently support ads, only analytics. You can read more about it here: https://developer.yahoo.com/flurry/docs/integrateflurry/react-native/ "
MoPub: Not really
I’ve found two React Native wrappers. One is old and no longer updated. (The authors seem to be actively monitoring the discussions and replying to queries. But they are no longer providing tech support.) And the other is very new and doesn’t seem to have enough documentation or evidence that it actually works.
https://www.npmjs.com/package/react-native-mopub
https://www.npmjs.com/package/react-native-mopub-sdk

Related

Can Firebase (Analytics,Crashlytics...) be used in Android library (as an SDK)?

Background
I was recently tasked to work on an SDK that Android developers could use via simple dependency (got this working for Jitpack&Github, here).
One of the tasks I was given is to use Firebase for remote-config and Analytics (and maybe Crashlytics too), to be able to gather statistics and have some control of it using the cloud.
The problem
All tutorials, articles and documentations (example here) that I see of Firebase are for Android apps, and so the preparation itself requires a package-name of the app to be set.
This is impossible for an Android library that is supposed to be used as an SDK, as it's meant for many apps, each has its own package name.
What I've tried
I tried to ask Firebase support about this, but they told me they can only talk about Android apps, and gave me a Github link (here), probably hoping I could get something out of it.
I also tried to ask on reddit (here), but nobody knew the answer to this.
Looking at the list of available, official SDKs (here), I think such a thing might be possible if I register as if it's a website (or web-application), and then in code I would reach it as a website (using REST API on Retrofit), but not sure if there is a better way, whether it will work, and whether it's even according to the rules of using Firebase (I think should be ok).
There might be a way to use the C++ library that Firebase offers, too, but this would probably require a lot of adjustments.
Seeing that this might not be offered natively, I even made a request about it., here.
The questions
Is it possible to use Firebase inside Android libraries? As an SDK? Is it according to the rules of Firebase?
How do I do it? Is there perhaps a library for this? Maybe a general Java library ? I guess I should also be able to make it focus on my SDK's classes and functions, and ignore what's on the app itself.
If there is no library, where can I find the various functions that are available for the various services, so that I would implement them?

Making a Unity Mobile Game with Google Firestore (Plus Google Stack) Across iOS and Android

I want to start developing a unity mobile game that will use Google Firestore as its database and ideally cloud functions for its "server architecture." I have experience with Firebase and Unity but what I am confused about is two things:
What exactly is Google's "Full Stack", like what should I be using on top of Firestore and maybe cloud functions (is this all I need to worry about, or is there more, working with AWS at work there seems to be a ton of things that need to be in place for a well working project)
What is the best way to integrate Firestore with a Unity Mobile game that spans across iOS and Android? Is there a tutorial to get started with a project like this?
Thanks a lot guys, and I would also appreciate any other tips on how I should approach making a unity mobile game that spans across iOS/Android. For instance what other technologies should I be looking to integrate?
I am guessing that "Full Stack" includes all of Firebase's other services: Authentication, Cloud Functions, ML Kit, Hosting, Cloud Storage, Realtime Database, and Firestore (https://firebase.google.com/products/).
Firestore is currently not available for Unity (https://groups.google.com/forum/#!topic/firebase-talk/dc8CuW7LDM4). You could write a bridge for it but that would be a lot of work and hard to test.
The Realtime Database may meet most of your needs though. It is the current version of what the Firestore is.
Update to this question:
Firestore SDK for Unity is currently in alpha (since 5th of march).
Link to the Github discussion.
In case it is changed here is the announcement:
As some of you have noticed, yesterday we released Firebase Unity SDK
6.12.0 which includes an alpha release of Firestore. This release is experimental:
We expect there will be breaking changes to the API Some features are
missing (for example: IN queries) You may uncover issues for which we
can't supply an immediate resolution Please try it out and let us know
how it goes. Read more about how to get this release in Add Firebase
to your Unity project.
We're very excited to (finally) get this in your hands and hear how it
works for you!
I love Firebase (/Firestore) and we use it all the time for major projects for clients.
But Firebase is "totally useless" for certain things...
Just forget about it for "multiplayer games with Unity."
Suggest you
Familiarize yourself with Playfab, do some small demos.
Don't forget that Unity itself offers multiplayer inherently built-in to Unity. (Indeed, it is of course a major part of Unity, it is a mammoth achievement.) Unity multiplayer is not perfect but you should certainly familiarize yourself with it totally, including the sundry cloud features, before exploring other paths.
Firebase is useless for Unity mp games, set it aside.
how I should approach making a unity mobile game that spans across iOS/Android
There are 100,000 ? such games which are done, naturally, just with Unity's own MP systems.
How else? As I say, once you are very familiar with that, also explore Playfab.

Google AdMob vs. AdSense

does anyone has experience with both Google ad systems? We are using AdSense for our mobile websites and projects but we want to use now also for our native mobile apps (Android, iOS and may be even for WP). Is it better to implement AdMob for apps then implement AdSense (difficulty of implementation, platforms compatability and stability and of course influence on revenue)? There is important to be mentioned, that we are publishers. Thanks a lot!
There is no big specific difference for developers. Adsense uses scripts for mobile websites, admob uses specific sdk(play) for native apps. Both of are easy to implement. Just follow the setup instructions.
According to my experiences, ads which are displayed in native apps gets more revenue. In addition, easy to manage, display time and content choice is better.
Just try. Getting experience is not far away from you.
Good luck.

Admob Support for Kivy (Python for Android)

I have seen the RevMob SDK and a few other things that I have gotten to work, but I want to use Admob so that I can get paid directly through Google. I know that Kivy uses Python for Android, so is there a way I could use Admob in Kivy?
Also, I saw this question, but it had no answers, and was poorly written.
The answer right now is "maybe". As far as I know, no one has tried it yet. You would have to use pyjnius to access the Android/Admob API.

Handling multiple ads sources (adMob + Leadbolt) on Android

i'm new with Android and i've been playing with it a bit in the past few weeks. I've been following some tutorials and most of them explains the ad theme with adMob, which is an obvious solution to use because is made by the same enterprise that made the OS. However, i've been searching for some others solutions and a friend recommended me Leadbolt, i've downloaded the sdk to use it, but another idea came up to my mind, i came from .NET and on ASP.NET there's the adrotator control, that i could use to display ads from several sources there isn't anything similar that do that on android? If not there's another solution to use both ads on a same space on the app? I have it as a Banner. Thanks.
It sounds like you're looking for a Mediation solution where you can configure (server-side) how to distribute requests to different ads from multiple ad networks. If one network doesn't fill the request, then the mediation solution would try one of your other configured networks.
The AdMob SDK now includes mediation since v6.0. You can learn more about AdMob Mediation here and how to integrate it here.

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