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.
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.
Hi Damir,
I think the error report you mention a few posts up has been fixed, can you test and respond with the results?
Brent
Hi Brent,
I have the same bug #3 from the list above. I have tested with build 2014.2295, admob plugin v2, Android.
The banner is still not visible until 60 sec passed (or switch off/on the screen) as described in this topic.
George
Weird. I don’t get that. The ad shows immediately with the V2 plugin.
*However* my Admob ads never refresh (but that’s the same with the V1 plugin for me).
I have 60 seconds refresh timeout configured at Admob site.
I also have a 60 second refresh in the Admob dashboard. I’ve tried different settings to no avail.
Hah!
I found the reason for my refresh issue. It’s another bug!
If you use interval in the options table, the ad will never refresh.
I forgot that I had it in my code and I had set it to {interval=60}, which effectively *disables* auto-refresh.
I’ve reported bug (3) First banner not shown.
Case 32594
Note: This only happens on Android.
iOS is OK.
Great, thank you.
Hopefully they fix this soon so we can update all games with the new plugin because the FPS drop bug was a big issue.
Did you guys saw the “FPS bug” has gone in new plugin?