I have several questions:
Unity gives a default company and youtube tutorials shows the guys always enter a company name. Must I do the same although Im a solo developer? do I enter a random name?
One tutorial shows that there is no need to change the api level (the default is the highest installed) where as another tutorial shows that you must change the api level to Google Plays (current level 31)
In the Google Console there is a privacy policy url, what is that and must I provide one?
There is an option to tick whether your game have ads, does it mean that other can insert ads into the game or something I provide?, also is it recommended although my game is pretty simple
Here are the answers to your questions:
Yes, you can randomly put any company name you want to, but keep in mind that when you publish a game again, it would be better if it's under the same company name; that'll help you grow better. If you're still interested in more about privacy and company laws, here's the detailed video that I would suggest.
Here are the Google Play's API level requirement:
When you upload an APK, it must meet Google Play's target API level
requirements. New apps must target Android 12 (API level 31) or
higher; except for Wear OS apps, which must target Android 11 (API
level 30) or higher.
There is no specific standard for a privacy policy. Looking at some favourite apps' approaches will help you know how to write a privacy policy. Here's an example: PRIVACY_POLICY.md.
Google Play's support page now mentions that:
All developers that have an app published on Google Play must complete
the Data safety form, including apps on internal, closed, open, or
production testing tracks.
Even developers with apps that do not collect any user data are
required to complete this form and provide a link to their privacy
policy. In this case, the completed form and privacy policy can
indicate that no user data is collected or shared.
For ads, you must enable ads through code too. Here's a simple example of UnityAds. There are three types of ads in an app generally:
Interstitial Ads: These ads are shown somewhere, like when you have switched scenes, clicked on something special etc.
Rewarded Ads: These ads are shown when the user gets in-game rewards like a powerup or get some coins by watching the ads.
Banner Ads: These ads in your app; whenever someone opens your app, they'll be shown an ad at the bottom of your screen.
You can add any of these ads in your application, and google accordingly will show ads in your app of some other apps/games.
If you wish to show your ads in your own app, you have to enable cross promo ads for that, and implement them accordingly in your app. And if you want to show your app ads to some other apps then you need to give ads to Google Ads and set your budget accordingly
And for its last part, No, it isn't necessary to show ads in your game if you. Ads are only necessary if you wish to earn some bucks from it. So I would recommend you make your app worth people's use. Then if it's showing a good response, you can enable your ads after that; otherwise, there's no need to have a headache adding ads in your app.
Yes, that's your pick.
Now it requires at least 30.
Yes, it's a must.
If you want to monetize your game, you have to implement ads in the game.
Related
I recently created an app on developers.facebook.com to learn OAuth using OpenFB. I got it working but from yesterday I've been getting a notification message written below in my facebook app account - to be frank I don't understand what they are trying to say. Can anyone please shed some light?
This account has enhanced targeting data set to off. We are removing the opt out setting, effective October 15. Note that data received through the use of our pixel and mobile app events has not been used for targeting to date, and we do not have plans to do so beyond small-scale tests. If we start using this data to improve ad targeting, we will ensure that this data makes up only a small percentage of the inputs into each targeting segment. You can also remove the Facebook pixel, app events and Social Plugins from your websites and apps before the effective date.
In essence, Facebook can collect data about what a user does on your app/site to build a more dynamic profile of that individual, and target them better.
This article does a good job of explaining what it is - note: the article is from when the advanced targeting data collection first started to roll out.
http://www.reuters.com/article/2014/06/12/us-facebook-ads-idUSKBN0EN0U520140612
I want to know that how can i add Google adsense in unity games for web-player only. I know for mobile we use admob .
I see games on kongregate.com and several other sites that they have few seconds timer and in this time they show their Google ads in game iframe .
Now how can i do the same in unity ?
Having a form of ads in a unity game is indeed possible GameAdTrading is one of the few, if not only providers of this service. They offer ads for mobile, web and standalone players.
adding actual AdSense is not possible as can be read in this adsense topic Where the support obviously states that another monetizing option should be found.
Theoratically you also should be able to inject the ad code into the website using Application.ExternaEval(). Do keep in mind that this might be penalized by google, if it does not require special permissions to begin with
I've been developing a desktop PC game in Unity which connects to Facebook in order to post messages about the player's progress (high score etc). The chosen method of how the app integrates with Facebook is currently set to "Website with Facebook Login". Everything is already set up and working (Open Graph stories, action and types) but after trying to submit the app for review, it appears desktop apps are not allowed to be configured this way.
The question I am asking is, if desktop apps are not allowed to use App Center, what are the preferred methods of posting messages to a users wall? There is the option of using normal feed posting but it is my understanding that this approach does not allow custom stories and will only display a generic message.
Does anyone have experience with the matter or perhaps has integrated it in their own game / app in the past?
Just to clear up a misconception in the question, an app can appear in Facebook's App Center even if it doesn't publish anything to Facebook - it must be on a supported platform (iOS, Android, or Facebook Canvas), though. And an app that doesn't appear in App Center can still publish to the site, too. The two are not connected.
That said: The feed dialog is actually highly customizable, and relatively easy to integrate into any game that can invoke a Web browser. Check out its documentation for details.
Additionally, you can create highly structured messages using the Open Graph. Doing this requires you to get the user's authorization, probably using a Web dialog. You need to request the publish_actions permission to do so; a few games (case study here, e.g.) have had remarkable success building out appealing OG implementations.
None of this is really specific to the Unity SDK at this point, I'm afraid, as it doesn't currently have native desktop support (just iOS, Android, and web player). But I hope it's helpful.
I am working on figuring out our source attribution for a Facebook ad campaign that we're running for our game. As part of the campaign we have a low-level ad buy going on in the right-side ad bar, which averages several hundred clicks and several hundred installs per day. The problem is when we look at our source attribution within the app, we don't see "facebook:ad" passed nearly as often as it should. It seems like the source attribution is being given to some other source, like the appcenter or canvas. Can anyone shed some light on how they have tracked ad campaign acquisitions and installs for their Facebook app?
Thanks for the help!
What analytics package are you using for your app? Also, what OS is your game written for?
If you are using Google Analytics, using Google Analytics URL Builder will allow you to tag each ad's attributes such as position and content before they get to your app. Use this in conjunction with Android SDK to see where people are finding you before they go to the store and download/install.
If you're using iOS take a look at the iOS SDK
The Apple App Store does not currently support campaign measurement using Google Analytics. However, custom URL schemes can be used in conjunction with general campaign measurement to pass campaign information into your iOS app after it has been downloaded and installed.
You may also want to look at apsalar.com as they have a free source attribution solution for Facebook.
Hope that helps
Matt
I am trying to understandard how adsense for mobile apps work. The website typically has alot of text to tell the topic of webpage to get relevant ads. But mobile apps (e.g. a game, or some utility app - clock, etc) typically do not have alot of content to get relavant ads.
Can you share your experience on how mobile apps can provide better context for ads? Should one have more text in the app?
Thank much.
Admob lets you choose what ad categories you want to display in your apps, as well as specifying the age range. Having all ad categories enabled would increase your chance of an ad being available on the server. If you feel the need to only have ads of a specific category, you can do this. I have not, as my goal is to have a high probability of ad impressions.
Ad Mob also lets you enable Google Ad Sense. You can read about it here.