Notification from Facebook for App - This account has enhanced targeting data set to off - facebook

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

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How to publish free unity game to Google Play?

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.

Link multiple accounts iOS app - Firebase/Facebook Login & XCode/Swift 5

So I'm building this app for a client (It's a basic scheduling app like HootSuite but simpler) and he wants the ability to add multiple Facebook accounts with an IAP (aka In-App Purchase) after said IAP is purchased. The IAP is all done and works great but I cannot figure out how to link multiple Facebook accounts. I tried to use the same login method that a previous developer used (It's an ongoing freelance project and 2 other devs worked on it before I joined) to no avail since the login process stops once the app realizes that the user has already signed in...
So I guess that my question is this: Is there a way to link multiple Facebook accounts at once in a single iOS app? If so, how exactly? Forget the IAPs if that's too confusing, everything is fine there anyways. The goal is to be as seamless as possible, so ideally there would be no need for the user to log out and log back into the other account (Something I've seen a lot in other Questions/Answers).
I don't think I am authorized to show the code to you guys (that would also require sharing the entire project, it's a real spider-web!), but could someone please lead me in the right direction?
Please let me know if you have any questions!
Thank you in advance.
Notes:
Just like the title says, we use Firebase for our storage, Cloud Firestore for our database and Facebook login (through Firebase) for login since the purpose of the app is to schedule posts on IG.
I use a basic variable called "activeUsers" to track the number of accounts "linked" to the app so we can know whether or not to show the "PurchaseModel" and, obviously, receipt verification and all that for IAPs. Thought it could be useful!
3. When the app starts, you are prompted to link a Facebook account to enable the scheduler. THIS WORKS GREAT! What I am trying to achieve is to add other accounts AFTER the first one has been "enabled"/logged into.
It's not possible to link multiple accounts from the same provider to a single Firebase Auth account.
You can only link multiple accounts of different types (Facebook, Google, GitHub, etc) to a single Firebase account as described in the documentation.

Facebook audience integration, stuck at second step

I have integrated FAN with success. I can show banners and interstitials in test and not test mode. So, I have sent impressions to facebook but my current state in the integration shows this:
Shouldn't it be at third step? More Oddly my placements show like this:
So, by the status message it seems it has received requests and this is the only requirement I have found for facebook to start placement review.
So, does anybody know if this is how it works? Shouldn't I be at step 3 (Placements review)?
Thanks in advance.
After uploading the app to live Google Play Store, and wait for a week, I finally get the above screen-shot, without doing anything.
That's means, once you see the ads at your side, the only thing you need to do is to upload the app to live Google Play Store. After that, the only thing you need to do is wait.
It seems I discovered why I could not advance in the review process. Today I got this message from facebook:
Thank you for writing into Audience Network.
I’m happy to explain more about the updated review process for apps.
First, make sure your that the newest version of your app is live in the app store.
Then, once your app has been downloaded by a user and an ad request is delivered, the app
will be enqueued for review. Please note that the review process should still only take 1-2
business days and that this request must be from a user that is not registered
as a developer of the app ID on Facebook.
So, it seems that you need to have your app live and be downloaded by a user that is not registered as developer. This seems not good for publishers because if you have an app that is providing good money you won't see a penny during the review period.
Hope this clarifies the process a bit more.
I had EXACTLY the same problem and my game was live in Google Play with 100+ download.
More then 10 days have passed! But my panel still shows: "Enabled for testing and received ad request recently".
Then I contacted to Facebook and the reply is:
Thank you for writing in. My name is Andrea and I would be happy to
help you! There is currently a maintenance issue going on, which
affected the display of the dashboard. The placement is not displaying
as “enabled” in green, even though your app is approved. However, this
should not affect the ad delivery. Please let me know if you have any
other questions. Have a great week!
In addition:
Before releasing your app to the store, it’s highly important that you
test the integration is working properly. When you run your app on the
simulator, test ads will show by default and indicate a successful end
to end ad serving in your app. When testing on a device however, you
must enable test ads by copying the hashed device ID that is printed
to the console and set it in code via a dedicated function.
And, the most important thing is this:
Until your app is reviewed and approved by Facebook, only the admins
and the developers of your app will be served with Facebook Ads.
To conclude,
App needs to be live before anyone can see the adds except developers.

How to get access to twitter ads api?

after a lot of back and forth with the Twitter documentation I am now able to authenticate with OAuth 1.0 and make request behalf on the user who sign-ined and accepted my app to preform changes / retrieve data.
Now, I'm trying to make requests to the Twitter Ads API.
This is the error I get:
{"errors":[{"code":"UNAUTHORIZED_CLIENT_APPLICATION","message":"The client application making this request does not have access to this API"}],"request":{"params":{}}}
As it seems, there is a need of another app registration. I registered it with my app id, assuming the 'developer' stage is the fit for me. I'm trying to retrieve analytics, e.g., retrieve campaigns for the user who accepted it.
After registration the Ads App Form, the error stays the same. The docs don't specify if there is a need for a special implementation for the ads-api. Also, the Ads App I opened isn't mentioned anywhere, nor in my twitter apps.
Am I missing something?
Thanks before.
Looking at Twitter ads API documentation, getting access is a pretty involved process. From their site, you'll need:
One positive referral from a client, advertiser or Twitter team
(outside of Ads API)
Clear value proposition on how how your solution
will supplement the Twitter ads offering and improve advertiser
performance
History of compliance with Twitter developer policies
Experience running Twitter Ads
Twitter App ID associated with a corporate #username, with no more than 5 active tokens
It seems a little overkill, but I haven't seen any other way around it. If you find a better way to get ads API access, please post another answer here because I have a potential project that would use these APIs, but the application process has been too daunting to really justify starting the effort.
As of Sept 2016, the application process appears to be much easier.
It appears you no longer need positive referrals, value props, history, or experience running Twitter ads.

Facebook ad campaign source attribution - what tags to look for?

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