Admob rewarded video bug

Guys we are working on this as fast as we humanly can. AdMob will be addressed after Google 64-bit. By switching to Gradle builds for Google, it will make our plugin dependency not a nightmare any longer.

Rob

I too use AdMob. 

Out of interest - are normal interstitial ads unaffected? I do not use rewarded video - just ordinary (static and video) interstitial ads.

Thanks! :slight_smile:

Same problem with Admob.

Black screen after Rewarded.

Interstitial closes trying to load when displayed. Loading must be done when admob interstitial is closed now.

Hi Rob

I’m working with admob rewarded videi, any fix it?

Thanks for help

Not yet!

Thank Rob for trying to fix it.

How long we can integrate admob rewarded video for our game?

This is a real bummer as I have built an educational game with the idea that video reward ads are the only monetization.  I don’t want to show any ads to kids, so the monetization is through the parent’s section.  The inability to show rewarded video pretty much shuts this down.  I’m avoiding IAP in the app as well.  

Another issue: I just purchased the AdMob plugin solely for this purpose, so I spent $200 on something that doesn’t work for me.  I’ve bought the plug-in in the past for games that had ads, but it had expired.  If it is going to take a couple of months, perhaps I can get a refund or have my subscription extended by a couple of months.

This is a moving issue. We have to do Android 64-bit ASAP. We have to move to Android SDK 28 ASAP. This requires updating a lot of plugins. Updating to the very latest, means changing something else in our build process that’s causing problems. All support libraries are updated to June 16, 2018.  As far as I know this includes AdMob. 

Here’s the catch, to use the new support libraries you have to be using a new 64-bit version of Corona for Android. That’s in a limited testing phase right now, but you could, certainly test against it. (You’re going to have to use it by August 1 anyway) and test your apps.

Some people are having success deploying to Google Play, others seem to run into hiccups. We have a 64-bit Android specific forum with information on how to use it and how to report problems. 

Then you need to add something to build.settings:

settings =

{

    android =

    {

        applicationChildElements =

        {

            [[

                <meta-data android:name=“com.google.android.gms.ads.APPLICATION_ID”

                    android:value="[YOUR_ADMOB_APP_ID]"/>  – replace with your app id. See: https://goo.gl/fQ2neu

            ]],

        }

    },

}

But this will need the next Android 64-bit build which could be a couple of hours away. This effects both AdMob and Appodeal. 

Hopefully this will get us on a modern enough footing with AdMob to address the rewarded video. 

Just a follow up test, I added rewardedVideo to a game to day and I’m getting rewarded video ads on my device as expected with 2019.3498 and the above added to my build.settings.

Google Play is providing an unhelpful error when I try to upload it as an Alpha test and said to try later.

Rob

[quote name=“Rob Miracle” post=“399751” timestamp=“1562104750”]Just a follow up test, I added rewardedVideo to a game to day and I’m getting rewarded video ads on my device as expected with 2019.3498 and the above added to my build.settings.   Google Play is providing an unhelpful error when I try to upload it as an Alpha test and said to try later.   Rob[/quote] Hi Rob, Have any this bug with admob reward video for ios version?

I thought this was just an issue on Android. How many people are experiencing this on iOS?

This is not appears on IOS.

I was having problems on iOS and assumed I was caught in this issue with the SDK problem. I went back in and recompiled and tested and it worked. I may have been having a problem based on creating the ad units and then testing on the same day.  I didn’t actually change any of the code related to showing videos.

I’m getting rewarded video on iOS now.  I will test on Android probably next week.  Glad to find out that at the very least this should work on iOS.

Hi Rob,

after adding new applicationChildElements  to build.settings admob rewarded video worked fine over the last week with some updated apps but today I’ve tried them again and I see only a black screen at the end of the video. (no errors while debugging)

I’m using Corona 64 bits 3498

Can you please check?

Thanks

I’m not sure if I did it ok.

What do I have to write as APPLICATION_ID?

the bundle I use to build for Google Play?

 [[

                <meta-data android:name=“com.google.android.gms.ads.APPLICATION_ID”

                    android:value=" ca-app-pub-zzzzzzzzzzz~xxxxxxxxxx"/>  

            ]],

Is this happening on all rewarded video ads? Are you using test ads or live ads?

Rob

Only with rewarded ads.
I have just tested again with the same published app and now it works.
Ghosts?

Can you please confirm what do I have to put in this line?
com.google.android.gms.ads.APPLICATION_ID

Here is my complete build.settings:

settings = { orientation = { default ="landscapeRight", supported = {"landscapeRight", "landscapeLeft"}, }, ["plugin.admob"] = { publisherId = "com.coronalabs", supportedPlatforms = { iphone=true, android=true } }, }, iphone = { xcassets = "Images.xcassets", plist = { NSCalendarsUsageDescription = "", NSAppTransportSecurity = { NSAllowsArbitraryLoads=true }, NSPhotoLibraryUsageDescription = "This app does not access the photo library.", NSCameraUsageDescription = "This app does not use the camera.", UILaunchStoryboardName = "LaunchScreen", } }, android = { googlePlayGamesAppId = "xxxxxxxxxxxxxxx", usesPermissions = { "com.android.vending.BILLING", "com.android.vending.CHECK\_LICENSE", "android.permission.INTERNET", "android.permission.VIBRATE", "android.permission.WRITE\_EXTERNAL\_STORAGE", "android.permission.ACCESS\_NETWORK\_STATE", -- needed for the vungle plugin }, supportsScreens = { resizeableActivity = false, smallScreens = true, normalScreens = true, largeScreens = true, xlargeScreens = true, }, applicationChildElements = { [[\<meta-data android:name="com.google.android.gms.ads.APPLICATION\_ID" android:value="ca-app-pub-xxxxxxxxxxxxxxxx~yyyyyyyyyy"/\> -- replace with your app id. See: https://goo.gl/fQ2neu]], } }, window = { defaultMode = "normal", resizable = true, minViewWidth = 960, minViewHeight = 640, enableCloseButton = true, enableMinimizeButton = true, enableMaximizeButton = true, suspendWhenMinimized = true, titleText = { -- The "default" text will be used if the system is using a language and/or -- country code not defined below. This serves as a fallback mechanism. default = "Alien Invasion", } }, excludeFiles = { -- Exclude all files at paths which end with "secret.txt" -- Exclude all Android icon files and .ogg files in the "music" directory ios = { "Icon-\*dpi.png", }, -- Exclude iOS "retina" image files and .m4a files in the "music" directory android = { "Icon.png", "\*@2x.png", "LaunchScreen\*" }, -- Exclude unnecessary assets from macOS desktop apps osx = { "Default\*.png", "Icon\*.png", "Icon\*.ico", "Icon\*.icns" }, -- Exclude unnecessary assets from Win32 desktop apps win32 = { "Default\*.png", "Icon\*.png", "Icon\*.ico", "Icon\*.icns" }, -- Exclude all Android icon files and .ogg files in the "music" directory tvos = { "Icon-\*dpi.png", "music/\*.ogg" }, }, }

So, this line keeps as it is. Nothing to change.
Only the next line with admob app id is where the numbers go.
Thanks Rob