iAds not showing on device after release to App Store? - swift

I have recently released my game to the App Store. The iAd banner and medium ads are not showing up after almost a week now. All its showing isa blank space as in the following screenshots.
Can anyone check if there is anything wrong with my iAd code?
Before Release:
After Release:
import UIKit
import SpriteKit
import iAd
import Social
import GameKit
import StoreKit
class GameViewController: UIViewController, ADBannerViewDelegate, GKGameCenterControllerDelegate, ADInterstitialAdDelegate {
var scene: GameScene!
#IBOutlet var bannerView: ADBannerView!
var imageView = UIImageView()
var interAd = ADInterstitialAd()
var mediumRectAdView = ADBannerView(adType: ADAdType.MediumRectangle)
var interAdView = UIView()
var closeButton = UIButton(type: UIButtonType.System)
override func viewDidLoad() {
super.viewDidLoad()
let screenBounds: CGRect = UIScreen.mainScreen().bounds
bannerView = ADBannerView(frame:CGRectMake(0,0,50,screenBounds.width))
bannerView.center = CGPoint(x: screenBounds.width/2, y:screenBounds.height-bannerView.frame.size.height/2)
bannerView.delegate = self
bannerView.hidden = false//false //<<<<<<<<<<<<<<<<<<<<<<,
scene = GameScene(size:CGSize(width: 2048, height: 1536))
let skView = self.view as! SKView
scene.scaleMode = .AspectFill
skView.presentScene(scene)
skView.addSubview(bannerView)
if scene.productPurchased == true {
bannerView.hidden = true
}
firstScene = false
//self.interstitialPresentationPolicy = ADInterstitialPresentationPolicy.Manual
//Authenticate Game Center
NSNotificationCenter.defaultCenter().addObserver(self, selector:#selector(GameViewController.showAuthenticationViewController),name:PresentAuthenticationViewController, object: nil)
SGGameKit.sharedInstance.authenticateLocalPlayer()
// Share
NSNotificationCenter.defaultCenter().addObserver(self, selector: (#selector(GameViewController.displayShareSheet)), name:mySharePostKey, object: nil)
// Med iAD
NSNotificationCenter.defaultCenter().addObserver(self, selector: (#selector(GameViewController.loadMedAd)), name:myloadMedAdKey, object: nil)
// Interstitial iAD
NSNotificationCenter.defaultCenter().addObserver(self, selector: (#selector(GameViewController.loadInterAd)), name:myloadInterAdKey, object: nil)
// Hide Iad
NSNotificationCenter.defaultCenter().addObserver(self, selector: (#selector(GameViewController.hideAd)), name:myHideAdKey, object: nil)
}
func hideAd() {
print("Hiding Ad")
bannerView.hidden = true
}
func displayShareSheet() {
let initialText = "OMG! I got \(scene.score) points in Jumpox\n" + "https://itunes.apple.com/us/app/id1099659993)"
if let myImage = self.view?.pb_takeSnapshot() {
UIImageWriteToSavedPhotosAlbum(myImage, nil, nil, nil)
let activityViewController = UIActivityViewController(activityItems: [initialText,myImage as UIImage], applicationActivities: [])
activityViewController.excludedActivityTypes = [UIActivityTypeOpenInIBooks]
if UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiom.Phone {
self.presentViewController(activityViewController, animated: true, completion: {})
}
else {
let popup: UIPopoverController = UIPopoverController(contentViewController:activityViewController)
popup.presentPopoverFromRect(CGRectMake(self.view.frame.size.width / 2, self.view.frame.size.height / 4, 0, 0), inView: self.view, permittedArrowDirections: UIPopoverArrowDirection.Any, animated: true)
}
}
}
func loadMedAd() {
print("Loading loadMedAd")
closeButton = UIButton(type: UIButtonType.System)
closeButton.frame = CGRectMake(5, 5, 30, 30)
closeButton.layer.cornerRadius = 10
closeButton.setTitle("X", forState: .Normal)
closeButton.setTitleColor(UIColor.blackColor(), forState: .Normal)
closeButton.backgroundColor = UIColor.whiteColor()
closeButton.layer.borderColor = UIColor.blackColor().CGColor
closeButton.layer.borderWidth = 1
closeButton.addTarget(self, action: #selector(GameViewController.close), forControlEvents: UIControlEvents.TouchDown)
mediumRectAdView!.delegate = self
mediumRectAdView.center = self.view.center
mediumRectAdView.addSubview(closeButton)
interAdView = UIView(frame: self.view.frame)
self.view.addSubview(interAdView)
interAdView.addSubview(mediumRectAdView)
}
func loadInterAd() {
print("Loading loadInterAd")
interAd = ADInterstitialAd()
interAd.delegate = self
//if interAd.loaded {
closeButton.frame = CGRectMake(10, 10, 40, 40)
closeButton.layer.cornerRadius = 10
closeButton.setTitle("X", forState: .Normal)
closeButton.setTitleColor(UIColor.blackColor(), forState: .Normal)
closeButton.backgroundColor = UIColor.whiteColor()
closeButton.layer.borderColor = UIColor.blackColor().CGColor
closeButton.layer.borderWidth = 1
closeButton.addTarget(self, action: #selector(GameViewController.close), forControlEvents: UIControlEvents.TouchDown)
interAdView = UIView(frame: self.view.frame)
interAdView.frame = self.view.bounds
self.view.addSubview(interAdView)
interAd.presentInView(interAdView)
interAdView.addSubview(closeButton)
//}
//requestInterstitialAdPresentation()
}
func interstitialAd(interAd: ADInterstitialAd!, didFailWithError error: NSError!) {
print("Failed To Receive")
closeButton.removeFromSuperview()
interAdView.removeFromSuperview()
}
func close() {
closeButton.removeFromSuperview()
interAdView.removeFromSuperview()
}
func interstitialAdDidUnload(interstitialAd: ADInterstitialAd!) {
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
func showAuthenticationViewController() {
let gameKitHelper = SGGameKit.sharedInstance
if let authenticationViewController = gameKitHelper.authenticationViewController {
self.presentViewController(authenticationViewController, animated: true,
completion: nil)
}
}
func gameCenterViewControllerDidFinish(gameCenterViewController: GKGameCenterViewController){
gameCenterViewController.dismissViewControllerAnimated(true, completion: nil)
}
deinit {
NSNotificationCenter.defaultCenter().removeObserver(self)
}
}

iAd has been discontinued and is not accepting new apps into the network.
The iAd App Network will be discontinued as of June 30, 2016. Although
we are no longer accepting new apps into the network, advertising
campaigns may continue to run and you can still earn advertising
revenue until June 30. If you’d like to continue promoting your apps
through iAd until then, you can create a campaign using iAd Workbench.
I'm surprised the reviewer did not reject your submission. Look into AdMob, AppLovin, or the many other ad networks available for iOS.

Related

"unrecognized selector sent to instance" error when adding ViewController

I've recently attempted to add a welcome screen to my AR app that works as a Home screen. When the app loads, the user can tap the button and then the app freezes, crashes and displays the code
"Thread 1: "-[_0_2_2020_2.WelcomeViewController letsGo:]: unrecognized selector sent to instance 0x13ec05e00"
I've tried a few of the solutions available, but I haven't been able to come up with a solution. I think it has something to do with my *IBAction connection. Any assistance is greatly appreciated!
import UIKit
import RealityKit
import ARKit
class WelcomeViewController: UIViewController {
#IBAction func gotPressed(_ sender: Any) {let storyboard = UIStoryboard(name: "Main",
bundle: nil)
if let viewController = storyboard.instantiateViewController(withIdentifier:
"ViewController") as? ViewController {
self.present(viewController, animated: true, completion: nil) /// present the view
controller (the one with the ARKit)!
} }
}
class ViewController: UIViewController, ARSessionDelegate {
//delay app launch to show splash screen
func application(_ application: UIApplication, didFinishLaunchingWithOptions
launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
Thread.sleep(forTimeInterval: 3.0)
// Override point for customization after application launch.
return true
}
//end splash screen delay
#IBOutlet var arView: ARView!
override func viewDidLoad() {
super.viewDidLoad()
arView.session.delegate = self
showModel()
overlayCoachingView()
setupARView()
arView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(handleTap(recognizer:))))
}
func showModel(){
let anchorEntity = AnchorEntity(plane: .horizontal, minimumBounds:[0.7, 0.7])
anchorEntity.scale = [0.2, 0.2, 0.2]
let entity = try! Entity.loadModel(named: "COW_ANIMATIONS")
entity.setParent(anchorEntity)
arView.scene.addAnchor(anchorEntity)
}
//Overlay coaching view "adjust iphone scan"
func overlayCoachingView () {
let coachingView = ARCoachingOverlayView(frame: CGRect(x: 0, y: 0, width: arView.frame.width, height: arView.frame.height))
coachingView.session = arView.session
coachingView.activatesAutomatically = true
coachingView.goal = .horizontalPlane
view.addSubview(coachingView)
}//end overlay
func setupARView(){
arView.automaticallyConfigureSession = false
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = [.horizontal, .vertical]
configuration.environmentTexturing = .automatic
arView.session.run(configuration)
}
//object placement
#objc
func handleTap(recognizer: UITapGestureRecognizer){
let location = recognizer.location(in:arView)
let results = arView.raycast(from: location, allowing: .estimatedPlane, alignment: .horizontal)
if let firstResult = results.first {
let brownCowAnchor = ARAnchor(name: "COW_ANIMATIONS", transform: firstResult.worldTransform)
arView.session.add(anchor: brownCowAnchor)
} else {
print("Object placement failed - couldn't find surface.")
//cow animations
//let robot = try! ModelEntity.load(named: "COW_ANIMATIONS")
let brownCowAnchor = AnchorEntity()
let blackCowAnchor = AnchorEntity()
//anchor.children.append(robot)
//arView.scene.anchors.append(anchor)
//robot.playAnimation(robot.availableAnimations[0].repeat(duration: .infinity),
//transitionDuration: 0.5,
//startsPaused: false)
//start cow animation
let brownCow = try! ModelEntity.load(named: "COW_ANIMATIONS")
let blackCow = try! ModelEntity.load(named: "Cow")
brownCow.position.x = -1.0
blackCow.position.x = 1.0
brownCowAnchor.position.z = -2.0
blackCowAnchor.position.z = -2.0
brownCow.setParent(brownCowAnchor)
blackCow.setParent(blackCowAnchor)
arView.scene.anchors.append(brownCowAnchor)
arView.scene.anchors.append(blackCowAnchor)
let cowAnimationResource = brownCow.availableAnimations[0]
let horseAnimationResource = blackCow.availableAnimations[0]
brownCow.playAnimation(cowAnimationResource.repeat(duration: .infinity),
transitionDuration: 1.25,
startsPaused: false)
blackCow.playAnimation(horseAnimationResource.repeat(duration: .infinity),
transitionDuration: 0.75,
startsPaused: false)
//end cow animations
}
}
func placeObject(named entityName: String, for anchor: ARAnchor) {
let entity = try! ModelEntity.loadModel(named: entityName)
entity.generateCollisionShapes(recursive: true)
arView.installGestures([.rotation, .translation], for: entity)
let anchorEntity = AnchorEntity(anchor: anchor)
anchorEntity.addChild(entity)
arView.scene.addAnchor(anchorEntity)
}
}
The button is triggering a function letsGo which doesn't appear anywhere on the WelcomeViewController you posted. Check interface builder and make sure that you've removed the old connection from the button. Should be the final tab.

SKAudioNode problem after App going down, restart, is this a bug?

I have a problem with the SKAudioNode. The game ends with the Home Button. An audio file will be played.
When I return, the audio file will continue to play.
I want to stop it.
I have tried many things but without success.
self.AudioNodeSet.removeFromParent() // does not work
self.AudioNodeSet.run(SKAction.stop()) // does not work either
Can anyone help me?
class GameScene: SKScene {
var AudioNodeSet = SKAudioNode()
override func didMove(to view: SKView) {
self.addChild(AudioNodeSet) // Audio Node
AudioNodeSet.name = "AudioNodeSet"
......
func applicationWillResignActive(_ application: UIApplication) {
let imageView = UIImageView(frame: self.window!.bounds)
imageView.tag = 101
imageView.backgroundColor = UIColor.white
//imageView.contentMode = .center
imageView.contentMode = .scaleAspectFill
let pic = UIImage(named: "Start Page.jpg") // Overwrite Return Scene
imageView.image = pic
UIApplication.shared.keyWindow?.subviews.last?.addSubview(imageView)
}
........
override func didMove(to view: SKView) {
scene?.size = CGSize(width: 1920, height: 1080)
scene?.backgroundColor = .black
scene?.scaleMode = .aspectFill
let notificationCenter = NotificationCenter.default
notificationCenter.addObserver(self, selector: #selector(appMovedToBackground), name: UIApplication.willResignActiveNotification, object: nil)
notificationCenter.addObserver(self, selector: #selector(appMovedToForeground), name: UIApplication.didBecomeActiveNotification, object: nil)
notificationCenter.addObserver(self, selector: #selector(appWillTerminate), name: UIApplication.willTerminateNotification, object: nil)
.........
#objc func appMovedToForeground() {
print("applicationWillResignActive -> appMovedToForeground")
self.AudioNodeSet.run(SKAction.stop()) // not work!
self.AudioNodeSet.removeFromParent() // second try -> not work!
This code is executed when the game continues.
The rest of the audio file can then be heard.

UIImagePickerController Gallery delegate is not calling

I am using UIImagePickerController with this code
func openCamera()
{
if(UIImagePickerController .isSourceTypeAvailable(UIImagePickerControllerSourceType.Camera))
{
picker.allowsEditing = false
picker.sourceType = UIImagePickerControllerSourceType.Camera
picker.cameraCaptureMode = .Photo
picker.modalPresentationStyle = .FullScreen
presentViewController(picker,
animated: true,
completion: nil)
}
else
{
openGallary()
}
}
func openGallary()
{
let menuViewController = UIImagePickerController()
menuViewController.modalPresentationStyle = .Popover
menuViewController.preferredContentSize = CGSizeMake(320, 320 )
//menuViewController.tableView = FrontTable
let popoverMenuViewController = menuViewController.popoverPresentationController
popoverMenuViewController?.permittedArrowDirections = .Any
popoverMenuViewController?.delegate = self
popoverMenuViewController?.sourceView = flagBtn
popoverMenuViewController?.sourceRect = CGRect(
x: 15,
y: 25,
width: 1,
height: 1)
presentViewController(
menuViewController,
animated: true,
completion: nil)
}
func imagePickerController(picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [String : AnyObject])
{
picker .dismissViewControllerAnimated(true, completion: nil)
let image=info[UIImagePickerControllerOriginalImage] as? UIImage
flagBtn.setImage(image, forState: .Normal)
flagBtn.setImage(image, forState: .Highlighted)
flagBtn.setImage(image, forState: .Selected)
}
With camera delegate is working fine but with gallery delegate is not working. For camera I have define the "picker" variable in the class and define it's delegate self in "Viewdidload". I have also tried to use picker variable in openGallary function but it is also not working.
I think these 2 lines might help:
menuViewController.delegate = self
menuViewController.sourceType = .PhotoLibrary
Make sure you have added UINavigationControllerDelegate and UIImagePickerControllerDelegate to your ViewController.

Interstitial iAd delayed after pressing button

I'm trying to setup iAd after clicking cancel button on JSSAlert. I have in JSSAlert function that set alpha for full view 0.7.. And in view controller I have function for iAd and set back alpha to 1.0...
override func viewDidLoad() {
super.viewDidLoad()
self.navigationItem.title = "Vyhodnotenie testu"
self.showAlert()
}
func showAlert() {
func callback(){}
if numberOfPoints > 49 {
let customIcon = UIImage(named: "smile")
let alertview = JSSAlertView().show(self, title: "Gratulujeme! Uspeli ste.", text: "Dokončili ste test s počtom bodov \(numberOfPoints + 1) z \(maximumNumberOfPoints)!", buttonText: "OK!", color: UIColorFromHex(0x22c411, alpha: 1), iconImage: customIcon)
alertview.setTextTheme(.Light)
alertview.addAction(myCancelCallback)
self.navigationController?.navigationBar.alpha = 0.7
} else {
let customIcon = UIImage(named: "sad")
let alertview = JSSAlertView().show(self, title: "Ľutujeme! Neuspeli ste.", text: "Dokončili ste test s počtom bodov \(numberOfPoints + 1) z \(maximumNumberOfPoints)!", buttonText: "OK!", color: UIColorFromHex(0xd20606, alpha: 1), iconImage: customIcon)
alertview.addAction(myCancelCallback)
alertview.setTextTheme(.Light)
self.navigationController?.navigationBar.alpha = 0.7
}
}
func myCancelCallback() {
self.navigationController?.navigationBar.alpha = 1.0
self.interstitialPresentationPolicy = ADInterstitialPresentationPolicy.Automatic
}
func interstitialAdWillLoad(interstitialAd: ADInterstitialAd!) {
}
func interstitialAdDidLoad(interstitialAd: ADInterstitialAd!) {
interstitialAdView = UIView()
interstitialAdView.frame = self.view.bounds
view.addSubview(interstitialAdView)
interstitialAd.presentInView(interstitialAdView)
UIViewController.prepareInterstitialAds()
}
func interstitialAdActionDidFinish(var interstitialAd: ADInterstitialAd!) {
interstitialAd = nil
interstitialAdView.removeFromSuperview()
}
func interstitialAdActionShouldBegin(interstitialAd: ADInterstitialAd!, willLeaveApplication willLeave: Bool) -> Bool {
return true
}
func interstitialAd(interstitialAd: ADInterstitialAd!, didFailWithError error: NSError!) {
}
func interstitialAdDidUnload(var interstitialAd: ADInterstitialAd!) {
interstitialAd = nil
interstitialAdView.removeFromSuperview()
}
Alpha back to 1.0 in function myCancelCallback is working but iAd is delayed.. What can cause that delay? Or how can I deal with it?
I want to show iAd immediately after pressing OK!.
Video how it's working:
https://www.youtube.com/watch?v=r6LKN-cjaz8&feature=youtu.be
Update:
iAd App Network Shutdown As of December 31, 2016, the iAd App Network
is no longer available. If you'd like to promote your apps, you can
advertise using Search Ads, Apple News, or third party networks and
advertising sellers.
Reference: https://developer.apple.com/support/iad/
Here is what your gonna do, you have to create the interstitial including close button programmatically , i just made you a sample :
Add row in info.plist : View controller-based status bar appearance -> NO
in AppDelegate didFinishLaunchingWithOptions method add the following line to insure that status bar will be not hidden :
UIApplication.sharedApplication().setStatusBarHidden(false, withAnimation: UIStatusBarAnimation.None)
Here is a full sample view controller of how your gonna add the interstitial programmatically , but you only need to write animation when the interstitial is showing instead of just using addSubView. you can use animate transform translation you will find a lot of samples about that.
import UIKit
import iAd
class ViewController: UIViewController, ADInterstitialAdDelegate {
var interstitialAd:ADInterstitialAd!
var interstitialAdView: UIView = UIView()
var closeButton:UIButton!
override func viewDidLoad() {
super.viewDidLoad()
NSTimer.scheduledTimerWithTimeInterval(5, target: self, selector: "loadInterstitialAd", userInfo: nil, repeats: false)
}
func loadInterstitialAd() {
interstitialAd = ADInterstitialAd()
interstitialAd.delegate = self
}
func interstitialAdWillLoad(interstitialAd: ADInterstitialAd!) {
print("interstitialAdWillLoad")
}
func interstitialAdDidLoad(interstitialAd: ADInterstitialAd!) {
UIApplication.sharedApplication().setStatusBarHidden(false, withAnimation: UIStatusBarAnimation.Fade)
print("interstitialAdDidLoad")
UIApplication.sharedApplication().statusBarHidden = true
interstitialAdView = UIView()
interstitialAdView.frame = self.view.bounds
self.navigationController?.navigationBar.addSubview(interstitialAdView)
closeButton = UIButton(frame: CGRect(x: 15, y: 15, width: 20, height: 20))
//add a cross shaped graphics into your project to use as close button
closeButton.setBackgroundImage(UIImage(named: "close"), forState: UIControlState.Normal)
closeButton.addTarget(self, action: Selector("close"), forControlEvents: UIControlEvents.TouchDown)
self.navigationController?.navigationBar.addSubview(closeButton)
interstitialAd.presentInView(interstitialAdView)
UIViewController.prepareInterstitialAds()
}
func close() {
interstitialAdView.removeFromSuperview()
closeButton.removeFromSuperview()
interstitialAd = nil
UIApplication.sharedApplication().setStatusBarHidden(false, withAnimation: UIStatusBarAnimation.Fade)
}
func interstitialAdActionDidFinish(interstitialAd: ADInterstitialAd!) {
print("interstitialAdActionDidFinish")
UIApplication.sharedApplication().setStatusBarHidden(false, withAnimation: UIStatusBarAnimation.Fade)
}
func interstitialAdActionShouldBegin(interstitialAd: ADInterstitialAd!, willLeaveApplication willLeave: Bool) -> Bool {
return true
}
func interstitialAd(interstitialAd: ADInterstitialAd!, didFailWithError error: NSError!) {
print("didFailWithError")
}
func interstitialAdDidUnload(interstitialAd: ADInterstitialAd!) {
print("interstitialAdDidUnload")
close()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
}
Update: It might be you just have to call : UIViewController.prepareInterstitialAds() in viewDidLoad of your class to download the content of the interstitial so whenever you ask to present it will be ready and then might be no delay.

Prioritizing iAd over adMob SpriteKit / Swift

I integrated both iAd and adMob into my game, with adMob code only running when iAd fails to load. If the iAd does not fail loading the first ad, it works fine. Admob works like it should when iAd fails to load. However, when iAd fails but then loads the next ad, the adMob banner still exists and the iAd is not shown. How do I make it so that iAd loads even when adMob already is. Also, the iAd banner loads fine after failing to load when the adMob code is commented out. On an unrelated note, how do change the fill rate of adMob ads in the simulator? Thanks. This is my code in my GameViewController (iAd is called in gameScene):
import UIKit
import SpriteKit
import iAd
import GoogleMobileAds
class GameViewController: UIViewController, ADBannerViewDelegate {
var SH = UIScreen.mainScreen().bounds.height
let transition = SKTransition.fadeWithDuration(1)
var UIiAd: ADBannerView = ADBannerView()
var googleBannerView: GADBannerView!
override func viewWillAppear(animated: Bool) {
/* var BV = UIiAd.bounds.height
UIiAd.delegate = self
UIiAd.frame = CGRectMake(0, SH + BV, 0, 0)
self.view.addSubview(UIiAd) */
UIiAd.setTranslatesAutoresizingMaskIntoConstraints(false)
UIiAd.delegate = self
self.view.addSubview(UIiAd)
let viewsDictionary = ["bannerView":UIiAd]
view.addConstraints(NSLayoutConstraint.constraintsWithVisualFormat("H:|[bannerView]|", options: .allZeros, metrics: nil, views: viewsDictionary))
view.addConstraints(NSLayoutConstraint.constraintsWithVisualFormat("V:[bannerView]|", options: .allZeros, metrics: nil, views: viewsDictionary))
}
override func viewWillDisappear(animated: Bool) {
UIiAd.delegate = nil
UIiAd.removeFromSuperview()
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
var BV = UIiAd.bounds.height
UIView.beginAnimations(nil, context: nil)
UIView.setAnimationDuration(1) // Time it takes the animation to complete
UIiAd.alpha = 1 // Fade in the animation
UIView.commitAnimations()
println("iAd work")
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
UIView.beginAnimations(nil, context: nil)
UIView.setAnimationDuration(1)
UIiAd.alpha = 0
UIView.commitAnimations()
googleBannerView = GADBannerView(adSize: kGADAdSizeSmartBannerLandscape)
googleBannerView.adUnitID = "ca-app-pub-3940256099942544/2934735716"
googleBannerView.rootViewController = self
var request: GADRequest = GADRequest()
googleBannerView.loadRequest(request)
googleBannerView.frame = CGRectMake(0, view.bounds.height - googleBannerView.frame.size.height, googleBannerView.frame.size.width, googleBannerView.frame.size.height)
self.view.addSubview(googleBannerView!)
println("iAd fail")
}
func showBannerAd() {
UIiAd.hidden = false
var BV = UIiAd.bounds.height
UIView.beginAnimations(nil, context: nil)
UIView.setAnimationDuration(1) // Time it takes the animation to complete
UIiAd.frame = CGRectMake(0, SH - BV, 2048, 0) // End position of the animation
UIView.commitAnimations()
}
func hideBannerAd() {
UIiAd.hidden = true
var BV = UIiAd.bounds.height
UIView.beginAnimations(nil, context: nil)
UIView.setAnimationDuration(1) // Time it takes the animation to complete
UIiAd.frame = CGRectMake(0, SH + BV, 0, 0) // End position of the animation
UIView.commitAnimations()
}
override func viewDidLoad() {
super.viewDidLoad()
self.UIiAd.hidden = true
self.UIiAd.alpha = 0
NSNotificationCenter.defaultCenter().addObserver(self, selector: "hideBannerAd", name: "hideadsID", object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: "showBannerAd", name: "showadsID", object: nil)
let scene = GameScene(size: CGSize(width: 2048, height: 1356))
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
scene.scaleMode = SKSceneScaleMode.AspectFill
skView.presentScene(scene)
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
println("Clicked")
// let skView: SKView = self.view as! SKView
// skView.scene!.paused = true
return true
}
/* func bannerViewActionDidFinish(banner: ADBannerView!) {
let skView: SKView = self.view as! SKView
skView.scene!.paused = false
} */
override func prefersStatusBarHidden() -> Bool {
return true
}
}
You're not hiding your AdMob banner when iAd receives an ad in your bannerViewDidLoadAd(banner: ADBannerView!). So, your iAd banner is actually being displayed behind your AdMob banner.
Alternatively, you could create both your iAd and AdMob banners once in your viewDidLoad and hide or show them depending on if iAd receives an ad or not. Your iAd delegate methods would end up looking similar to this:
func bannerViewDidLoadAd(banner: ADBannerView!) {
UIView.beginAnimations(nil, context: nil)
// Show iAd
UIiAd.alpha = 1.0
// Hide AdMob
googleBannerView.alpha = 0.0
UIView.commitAnimations()
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
UIView.beginAnimations(nil, context: nil)
// Hide iAd
UIiAd.alpha = 0.0
// Show AdMob
googleBannerView.alpha = 1.0
UIView.commitAnimations()
}
Check my answer here for a complete implementation.
I made an ad helper for swift, why don't you check it out, it does exactly what you want. It was primarily made for SpriteKit.
https://github.com/crashoverride777/Swift-iAds-and-AdMob-Helper