I currently have iAds working in my app... but, since I'm looking to support iPhone 3.x as well... is it worth it to implement and set up AdWhirl?
Or is the market share for 3.x vs 4.x not worth much? Anyone have any stats around this?
Thanks!
Note : Now AdWhirl is not working.
now you can use AdMob mediation
Best tutorial of AdMob mediation
AdMob_Mediation_Demo
You can download it and use it in your project
Regardless of whether you support 3.X or not I'd recommend using AdWhirl. You can read my blog post on why but to summarise
1) iAds are currently only available in US and UK. You'll want to pull in another supplier for different countries.
2) iAds only supply a fill rate of maybe 10% if you're lucky. That means 9 out of 10 times you don't get an advert. In these cases you want AdWhirl to go get you another one.
If go iAd only then you'll lose out on a lot of revenue.
I'd recommend using mopub instead of AdWhirl. It has support for a lot of ad networks built in, without having to add more SDKs to your app, and server side there are a lot of switches and knobs you can tweak to fine tune your ad display.
Related
I know this is so similar topic to others but I need help about that and I couldn't find any solution since 3 days. I found a guide for Unity Admob Ads and I applied it. It works on the project that I new created. But doesn't appear on my existed project, I checked all layers,cameras etc. but couldn't find any mistake.
I'll attach a video here, about what I exactly did (1.30 min);https://youtu.be/pLpQWHvYMDk
End of this video, I installed the apk to my device and ads doesn't appear.
My english is bad, sorry about that.
OK, I have a few theories.
First, Admob is based on auctions. Which means that they will sell your ads to the best bid. Your app is still in configuration phase to them and that is the reason that is not showing.
Second, if you are testing on the editor, ads will never show up. You have to test on your phone (not recommended to click on this ads, you can lose your account).
Third, I don't use admob but are you sure that everything is created and set properly on the admob dashboard? There is no "test mode" active?
I highly recommend using the official unity pluggin by google: https://github.com/googleads/googleads-mobile-unity
The docummentation is well-made and everything should work great.
I am currently working on an app for iPhone which discourages smoking while portraying the hazards of smoking. I want to integrate ads in my app. During my research, i have come to know that iAds and Admobs are the two better choices. However, i want to display ads related to smoking (or smoking effects) only. How is it possible with any of these two? Is there any better alternative.
Regards
I think we can use content specific ads in any of the ad services for iOS. The ads come at random from the server of either of the ad networks. What you can do is put this question up to google or the specific service providers and see if they can give an appropriate solution. Most probably they would charge you for this .Its better you contact them using the following links
Google Admob Support
Or I can offer you a workaround if you want to specifically show those ads related to smoking . Make your own ads using popups and other methods and then show them in your app. Here you can add your own url and hyperlink to the sites you want .
Hope this helps :)
By doing some more search, i came up with this solution.
https://developers.google.com/mobile-ads-sdk/docs/search-ads-for-apps/
How do you check how many people are using your app via, say, iOS 3 versus iOS 4? How did this developer, for example, make a graph of his version distribution? I would like to know my personal version distribution to better allocate my development time.
There are some external sources that you can use for this tracking, which also provide analytics reporting. I have been using Localytics in my apps, which is free. It was extremely easy to work with, in my experience.
You can get the the iOS version of a device by using:
[[UIDevice currentDevice] systemVersion].
Then you have to send that info back to your server.
We've been using flurry for analytics in our apps and we've been really happy with it. It keeps great track of the version distribution, but also allows us to track just about any event we want just by dropping in a line of code. Anyway, I'm sure there are many other great options out there, but that one's definitely worth checking out... and it's free.
I want to show ads in my iPhone application. i can do it using iAds. I need more details regarding this.
My first question is: is iAd mandatory if i have to show advertisement in my iphone application? or i am allowed to use some other alternative to display ads.
will iAds work in earlier versions of iPhone ?
can i test iAds outside USA ?
Apple takes 40% when we use iAds, is there any other alternative? so, we don't have to share 40% of the amount every time ?
I hope, i wrote everything in the way its easy to understand.
Thanks in advance.
Random google search turns up at least 10 other ad networks:
AdMob
Brightroll
Google AdSense for Mobile Applications
Greystripe
InMobi
Jumptap
MdotM
Millennial Media
SAY Media [VideoEgg]
ZestADZ
and at least one meta ad engine that combines all of the others here.
I have no idea which ones are good, though.
Three questions for iPhone developers using Google Analytics within their apps for tracking use of their apps:
Will using Google Analytics cause us to be in breach of the terms and conditions of the Apple SDK 4 for developers?
If the answer to #1 is YES, then what are we -- as iPhone developers -- allowed to use to track usage of our apps?
Has anyone who is using the iPhone SDK 4 built their apps that included the Google Analytics library and found it not to work? I'm being told by my developer that it doesn't work when you build with a Base SDK set to iPhone Device 4.0 and and an iPhone OS Deployment Target set to iPhone OS 3.0.
Thanks in advance!
Answers to your questions:
Yes, with the current API and data collection it looks like it is not compliant with the terms of the SDK. I am using both Flurry and Google in my apps because they offer different feature sets that I need. While Flurry has been very vocal that they are working with Apple to resolve the terms of the SDK, Google hasn't said a peep. So, I'm nervous about using Google but not Flurry, because I think Flurry will change their data gathering if Apple presses hard enough. In any event, I have made sure that I can rip out either analytics service quickly if Apple rejects my app.
My understanding is that it's fine to collect your own device data, as long as you don't report it to others. You especially don't want to share any data that would hint at new devices. That's what got Flurry in trouble. Just remember that you are under NDA with Apple, so anything not publicly announced is between you and Apple. There are also rules about what you do with Device IDs, so make sure you understand those as well.
I am using Google analytics on iOS 4, with deployment target set to 3.0. While I no longer have a device to test against 3.0, it is deployed on the AppStore and seems to be working. (No crash reports)
Louie, I encourage you to take a look at Localytics, our app analytics service. Our service is real-time, we don't sell data to third parties and we release the source code to our libraries.
We also have an updated library that works better with the multitasking or fast-user switching in iOS 4: http://www.localytics.com/blog/
Check out www.flurry.com - they have an awesome service!
They allow you to add "events" so you know not only how many times the apps been downloaded, opened, removed... but you know what buttons and areas they are navigating to once the app is open.
If your app uses core location, you can even see where the users are on a map. Very cool!
Good luck my friend!