I am ready to release a game that uses Admob banner ads however the ads do not show up. The log says <Google> Advertising tracking may be disabled. To get test ads on this device, enable advertising tracking. But this identical code has worked for my other games(appId is correct). Im not sure why this is or how to fix it. I did not have to change any privacy settings for my other app.
Note: i am aware of the other similar questions however they do not answer my problem. If I have to change the privacy settings, then my users will and I dont want that. Please let me know what you think. Thanks
Swift 2 Xcode SpriteKit
You're getting this message because you've limited ad tracking inside of Settings -> Privacy -> Advertising.
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I use only Admob to serve ads on my iOS apps made with Unity. I don't want to display AppTrackingTransparency prompt since most users would reply to NOT be tracked.
I would like to:
keep using Admob
not using IFDA but only the new SKADNetwork
In short, I want my app to serve ads as if the user answered NO the to ATT prompt (since this is what's going to happen anyway)
How do I accomplish this with Unity?
Is it enough to use the following code?
AdRequest request = new AdRequest.Builder()
.AddExtra("npa", "1")
.Build();
If I use the above code, can I fill the App Privacy Section stating that my apps are not tracking users?
In the the following page:
https://developers.google.com/admob/ios/ios14
I can read:
"If you decide to include App Tracking Transparency (ATT) in your app..."
So according to Google, including ATT is an option... how exactly do I choose not to include it AND keep using Admob?
This is a pretty actual topic now since iOS 14.5 release. Let's sort some things out to proceed:
According to the updated Apple Terms and Conditions, you must show ATT popup to the users who use iOS 14.5. This is an Apple requirement with which I would not recommend to trick;
If your app uses any of the Ad Network and doesn't show an ATT popup, you will be rejected on the App Review stage when you try to release an update. You really have a small chance to be lucky and pass it, but most probably you'll not;
If the user blocks tracking, it doesn't mean you'll not show ads and lose money. Just to be clear: you are allowed to show ads even if a user blocks the tracking. You just need to use Ad Network API/SDK accordingly to not pass the device’s advertising identifier.
To support an ATT status with AdMob in Unity, you need to use an AdMob plugin for Unity of version at least 5.4.0. I'm attaching a link on official releases on GitHub with description and usage samples:
AdMob plugin releases for Unity.
In summary: consider not ignoring the Apple requirements, because it will directly affect your app. They always check your app manually before each release and track how your app meets their requirements, especially now, in the first week of iOS 14.5 public release.
first, I hope I understand because I can not speak English well.
I am using Unity. Unity version is 5.6.1f1.
Admob version and Adcolony version is latest.
Originally, Using Admob + Unity Ads mediation.
At this time, admob banner load and show successfull.
after, i'm add the AdColoy.
but, admob banner load fail.
so, Test the admob test banner, result is load succeeded.
I do not know why the banner failed ad requests.
adUnitId is no problem.
Please help me if you have any experience with this or if you know the solution.
Let me get this straight. After you integrated AdColony, your admob banners stopped showing. But they do work when you try to show test banners. I'm assuming this is on android.
If test ads work, and real ads don't, then there's probably something wrong on the Admob dashboard. For example, you may have an X ads limit for the active campaign, perhaps you hit that limit while testing the app - if that is the case, the change in behavior has nothing to do with adding AdColony.
If Admob and AdColony have no conflicting jars that you deleted while trying to make the build work, then it's either a problem on the dashboard or with your AdManager that is loading/showing the ads.
I am successfully iAd integration in my app using http://bees4honey.com/blog/tutorial/how-to-add-iad-banner-in-iphoneipad-app/ but iAd is not display in my app for testing purpose and yesterday its display but today its not display.
I am tested iAd demo on iOS 4.2.1 and 5.0 but still same problem not display on device so please give me idea about issue.
As far as I understand with iAd and the Google Ad words for Android is that it is possible that sometimes no add will be loaded, that's why the apple documentation on it states that the banner needs to be hidden when you receive no add from there server.
So what I think is happening, if you didn't change anything from Yesterday is that there was no add send because there was none to display. Remember the advertisers pay per click or per impression and the advertiser decides how much he is willing to pay and sets a budget limit,. Also the context in which the add is displayed also goes into the algorithm for deciding when an add needs to be displayed to keep it relevant to what the end user is currently viewing, that way the user has a higher chance of actually clicking on the link.
I implemented adWhirl ads in my iPhone app.
During testing ads showed great from all networks, including house ads.
I released the app, I have active users (because they submit high scores)
But... No income showing in network reports and when I use the app, no ads show.
Did I forget to flip a switch somewhere?
Thanks!
Hanaan
Please excuse my utter stupidity...
I forgot to set up the C Flags in my target's build settings to indicate that it is the lite version...
I have integrated iAds in my iOS 4.0 application developed using the following tutorial:
http://www.raywenderlich.com/1371/how-to-integrate-iad-into-your-iphone-app
Currently it is showing only Test Banner page. I would like to know how would i get real Ads showing there and what is the procedure to get it. I couldn't find any help on this. Could someone please point me out ?
Thank you.
It will automatically be filled with read ads once it is released on App Store.
Apple recognize each of your app by the bundle id, hence unlike other ad networks (such as admob), it does not need you to create other stuff.
Similarly, Apple recognize the distribution build and will serve real ads.
The test banner is just to show that you have incorporated the iAd framework correctly into your application. The "real" ads will work automagically when you submit your app to Apple.
I thought you had to do ALL of these:
Make sure your app shows "test ads" while you are developing it.
Make sure you visit iTunesConnect-iAds and turn on iAds.
After your app is 'live for sale' then 'real ads' will start showing.
So far, no one here ever mentioned #2. (Or am I only having to do #2 myself?) I've never seen #2 as "automatic" as soon as #3 happens.
Also... even after doing 1,2,3... I have 1 very odd app that is "live for sale" and iAdsConnect is STILL claiming it's only showing 100s of no-revenue, test-ads. Isn't that impossible? Shouldn't it be displaying "real ads" or "no ads" instead?