I have successfully integrate RevMob full screen Ads
I used full screen ad in a different way for example :
when user press play button the full screen ad appears and after 5 sec. it will disappear automatically and redirect to the game.
I have done 5 sec. wait to display ad, after that i want to remove ad without any click event, i don't know how it is possible..?
I have already used hide() method but not working.
As describe on RevMob Documentation site:
hide()
Hide the ad - If it is not loaded, it will not be automatically show after it is loaded.
If hide() is not working maybe there is a bug on the SDK, which version are you using?
I recommend you to contact the sdk guys (sdk#revmob.com).
Related
I have a flutter application which have more than 10 screens and I need to take a screenshot of the opened screen when a specific event happened [event not by user so I don't know the opened screen] without .
I want a General solution because I tried Screen shot package
But I need to wrap every page with ScreenShot and save its controller but don't work because It's not expandable if I increase the pages and I some cases the event come from a thread and a can't know the opened page now
I am adding ads to the game I am making and I was wondering how it works? Do you have multiple ads each set to a specific part of the game i.e Menu, Pause, Store and whatnot? Or do they have one ad which they toggle on if the user is in the menu and off when the player is playing the game?
I don't think it really matters and more depends on your app.
For me and my libgdx game, I just have a single style of ad across the whole app. It is just a basic banner that I used over and over and over again in the same style whenever I need it. This is even easier for games as often the whole game (main screen, game screen, pause etc) is all rendered on one canvas so you only need one android layout for the entire game.
However, you might have different formats/sizes of ad in different places - e.g. a 320x50 on the main game screen but an interstitial on the menu page. If this were the case I'd go for separate ad units for each style of ad.
I have the fill rate close to 100% always and I see the ads displaying on my app all the time. I want to know if Google analytic calculates different from admob? I always see the analytic having more screen views than the number of impression on admob.
They are almost certainly going to be different.
You get one screen view each time someone navigates to a page.
You get one ad impression each time an ad is shown. Typically this will be multiple times per screen view.
Actually, they are different for me too, but they shouldn't. If you display a banner on a search results (100% of the time), your number should be matching since the ad is displayed everytime the screen is viewed (we have no specific conditions). The only way I could see this problem is if the banner is really slow to display and therefore a new search would be done before the impression is counted.. but that would I guess be reflected by the "Fill rates". If the init of the banner is done but the impression is never counted it would be reflected.
In my case I have less than the half of the Impressions in AdMob compared to the Screen Views in GA.
Let's hope these additional informations helps someone figure out the reason behind it.
Thanks
I've got a game based on AndEngine using MoPub ads with the AdMob adapter, and with v6.1.0 of the AdMob SDK. I'm using the latest mopub-client code pulled from GitHub today. I've also tried this after removing the native adapter.
I display ads using a FrameLayout which contains a SurfaceView and the MoPubView.
The device I'm testing on is a 4.1 (Jelly Bean) Galaxy Nexus.
Problem is, when the ad happens to be one with multiple frames, as the frames change, the rest of the screen goes blank (i.e., the game vanishes and users are left with a black screen with the banner ad still dutifully rendering in the top)
This seems to occur more frequently if I leave the app then return to it.
Also, if I make a dialog appear (with the back button), the game will reappear behind it until I :
1) dismiss the dialog
2) wait for the next frame in the banner ad animation
Any ideas how I can debug this further, or has anyone encountered this before and knows what I need to do? Is there a better alternative method for overlaying a banner on a SurfaceView?
Cheers
i had the same problem on a Nexus 7 and it was solved with:
adView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
I've put some ads into one of my android apps and I'm just testing it out on my device.
When I load up my app, it can take around 5-10 seconds for the ad to display. Realistically, the user would have moved onto another screen by then so would never see them.
Is there any way I can have the ad show instantly? If not, how can I ever get ads to display in time for the user to see them (and potentially click)?
I could add some thread delaying on the buttons to stop them doing anything until the ad shows, but that's incredibly dirty...
Add a splash screen on the application (ImageView over the layout of your main screen), and make it disappear when you receive an add (there's an ad listener on AdMob and most ad providers) or if there's no ad to show. As for the other screens, there's not much you can do other than showing a ProgressDialog until the ad shows, but your users won't like it.