admob-v2 plugin - test results

Here are my first test results for the new adMob plugin:
 
1) ads.height()
 
Working, it does return a number, did not test enough to claim the number is the ad height
 
2) FPS bug gone !?
 
Tested on one problematic phone and it seems the bug is gone!
 
Will test more but if this is true that is GREAT news!

3) New bug! :frowning:

Unfortunately, there is a new bug.

The first banner is not shown.

The listener does trigger and event.isError=false, but no ad shown.

The second banner is shown after the refresh time, so actually we have a delay of refresh time set in the admob dashboard (60 seconds in my case).

Also, after 60 seconds, when the second banner should be shown, the first banner is shown for a short period of time (maybe 1-2 seconds) then immediately the seconds banner shows.

Hopefully you fix this new bug soon.

Regards,

Damir.

It would be best to send an official bug report if you haven’t already done so.

That way CoronaLabs can prioritize and schedule a fix.

how does one access this v2 plugin? is it through daily builds or something else?

edit:

nvm, found it: http://docs.coronalabs.com/plugin/ads-admob-v2/index.html

I will also do some testing and see how this works, crossing fingers :slight_smile:

After more testing I can confirm the ad height works great for portrait (landscape still to be tested).

Also, the FPS bug seems to be dead (yeah!).

Now please only fix the new bug so we can release our new game with this version and also replace it in all of our games.

Thank you!

Regards,

Damir.

Did you submit a bug report for the new bug?

I just keep getting:

"[Build Error #5]
A device build error occurred on the server.

BuildID: <irrelevant>
Error: Get plugin failed.
Publisher: com.coronalabs
Plugin: plugin.google.play.services"

plugins section of build.settings straight from here:
http://docs.coronalabs.com/plugin/ads-admob-v2/

build 2014.2189
builds fine with “original” admob plugin

ideas? thx

Can you post your build.settings file?

This version of the plugin uses the new version of the Admob SDK. It will only work with build 2014.2264 or later.

No.

Might be a good idea to do so. Generally bugs reported in the forums do not get the attention of the engineering team.

And all bugs must include include a config.lua and build.settings when you submit it.

Thanks

Rob

ok, thanks.
tho docs need updating, as of today http://docs.coronalabs.com/plugin/ads-admob-v2/ reads:
“Revision Current Public Release (2014.2189)”

Off-topic, but that’s something that’s been bugging me about the docs for a long time.

It only specifies the SDK version when the docs were released on every page.

There should also be a second entry under that which specifies the version of the SDK when the feature/API was introduced.

Something similar to Apple’s docs where there’s an “Availability” field.

In this case you could have a field under “Revision: Current Public Release (2014.2189)” that reads: “Availability: 2014.2264 or later”

A little unclear to me… Was the bug from post #1 reported? Kind of useless until a working version is released.

I didn’t yet, maybe someone else did.  Can you guys confirm this new bug?

Maybe Corona Labs hear us.

:huh: …it’s not gonna get fixed until somebody does.

Another issue.

When trying to build on mac for iOS getting this while building:

/Users/ubj3d/Desktop/

UltimateMemoryOnline.app/.build/libtemplate/Builder.lua:310: <error>{“status”:256,“message”:“ld: library not found for -lads-admob\nclang: error: linker command failed with exit code 1 (use -v to see invocation)”}</error>

stack traceback:

C: in function ‘assert’

/Users/ubj3d/Desktop/UltimateMemoryOnline.app/.build/libtemplate/Builder.lua:310: in function ‘checkError’

/Users/ubj3d/Desktop/UltimateMemoryOnline.app/.build/libtemplate/Builder.lua:333: in function ‘build’

?: in function ‘buildExe’

?: in function <?:695>

Runtime error: /Users/ubj3d/Desktop/UltimateMemoryOnline.app/.build/libtemplate/Builder.lua:310: <error>{“status”:256,“message”:“ld: library not found for -lads-admob\nclang: error: linker command failed with exit code 1 (use -v to see invocation)”}</error>

stack traceback:

C: in function ‘assert’

/Users/ubj3d/Desktop/UltimateMemoryOnline.app/.build/libtemplate/Builder.lua:310: in function ‘checkError’

/Users/ubj3d/Desktop/UltimateMemoryOnline.app/.build/libtemplate/Builder.lua:333: in function ‘build’

?: in function ‘buildExe’

?: in function <?:695>

Anyone could build this plugin on iOS?

Using Corona 2289.

Hi @ubj3d.android,

Can I get a peek at your current build.settings?

Sure Brent, here it is:

– Supported values for orientation:
– portrait, portraitUpsideDown, landscapeLeft, landscapeRight

settings =
    {
    orientation =
        {
        default = “portrait”,
        supported = { “portrait”,“portraitUpsideDown”, }
        },
    
    plugins =
        {
        --[“CoronaProvider.ads.iads”] = { publisherId = “com.coronalabs”, },
        --[“CoronaProvider.ads.admob”] = { publisherId = “com.coronalabs”, },
        [“plugin.google.play.services”] = {publisherId = “com.coronalabs” },
        --[“plugin.sponsorpay”] = { publisherId = “com.sponsorpay”,},
        [“facebook”] = { publisherId = “com.coronalabs”, supportedPlatforms = { iphone=true, [“iphone-sim”]=true } },        
        [“CoronaProvider.native.popup.social”] = { publisherId = “com.coronalabs”, },        
        },  

    
    iphone = {
        components = {},
        plist =
            {
            CFBundleIconFile = “Icon.png”,
            CFBundleIconFiles =
                {
                “Icon.png”,
                “Icon@2x.png”,
                “Icon-60.png”,
                “Icon-60@2x.png”,
                “Icon-72.png”,
                “Icon-72@2x.png”,
                “Icon-76.png”,
                “Icon-76@2x.png”,
                },
            UIAppFonts =
                {
                “ARIALN.ttf”, “BADABB__.ttf”,
                },
            CFBundleIdentifier = “com.ubj3d.umof”, --free ima f na kraju
            
            UIApplicationExitsOnSuspend = false,
            UIViewControllerBasedStatusBarAppearance = false,
            UIStatusBarHidden = true,
            UIPrerenderedIcon = true, – set to false for “shine” overlay
            CoronaUseIOS6LandscapeOnlyWorkaround = true,
            FacebookAppID = “xxxxxxxxxx”,

            – iOS app URL schemes:
            CFBundleURLTypes =
            {
                {
                CFBundleURLSchemes =
                    {
                    “fbxxxxxxxxxx”,
                    }
                }
            }
            
        }
    },
    
    
    androidPermissions =
        {
        “android.permission.INTERNET”,
        “android.permission.ACCESS_NETWORK_STATE”,

        },
    
    android =
       {
        supportsScreens =
            {
            smallScreens = true,
            normalScreens = true,
            largeScreens = true,
            xlargeScreens = true
            }
       },
}

Regards,

Damir.

P.S. Did you had time to look at the first issues I reported? (first ad not displayed)

P.S. Did you had time to look at the first issues I reported? (first ad not displayed)

I stumbled upon a post on stackoverflow which sounds a lot like what you’re seeing. It’s for native Android coding.

http://stackoverflow.com/questions/23346828/admob-doesnt-show-ad-until-second-request

Try tapping on where the ad should be even if you don’t see it. If it launches the advertising link then I think it’s safe to say it’s the same bug we’re talking about. In that case it’s most likely a Google bug and not a Corona bug.