AppLovin banners?

I’ve done the same thing on my end :wink:

I enabled banners a few hours ago… getting ready to check now.

Banners just aren’t loading for me yet…  been about 3 hours now since I enabled them for my game in the Applovin admin portal.

Both interstitials and rewarded video ads are loading just fine, but banners don’t seem to load.

Anyone else have any success yet?

Hi guys,

Well, what about provision profile for iOS, for example? You need to build your app for iOS with valid provision profile for banners to fill.

Already have that set…  app loading to device via ad hoc profile, and also doing a distribution profile to test on my device via TestFlight.

No, what I meant was: for our test sample to work properly (I think that I’ve seen a no fill issue) we had to make sure that our provision profile set correctly, so that app bundle would match the one in applovin dashboard. After that we had a working sample with all ad types showing correctly (including banners, of course).

Interesting…  I do have my ad hoc build using the correct bundle ID and it’s installing correctly.  Interstitials and rewarded video ads are loading, just banners are not.

Going to try one other thing…  then will attempt a full upload to TestFlight and test with a distribution build.  Don’t think that will make a difference but worth a try.

Working!  I’m seeing a banner ad at the bottom for Gardenscapes :)   I ended up fully uninstalling and reinstalling the app and now it’s working.  Debugging seemed to indicate that the banner ad couldn’t cache for some reason.  Going to look further to see if there’s anything else that was preventing banners from loading…

I’ve raised my old discussions and now I am sure that I’ve got “No ads available” 204 error which resolved by replacing a provision profile with the correct one. Interstitials were working fine with any provision profile, don’t remember if r.videos was affected by wrong provision profile for me.

Just to clarify, what I meant by choosing correct provision profile: when I was testing new applovin update, I’ve tried to make a build for iOS device from Corona Simulator with some provision profile from other sample app. The result was a no fill for banners. After I changed provision profile from the dropdown menu of Corona Simulator build window to the correct one from the applovin sample (I guess, the one with a bundle ID, registered at applovin dashboard), the banners appeared immediately.

So I think that it was the main reason for banners to get a no fill.

Ah, I see that a reinstall is helped you. I think that was because app’s bundle ID wasn’t updated with just a rebuild, but removing an app and fresh install gives pretty much 100% sure that it is using a new provision profile with a correct bundle ID.

Glad that everything is resolved for you!
If anyone have any questions - feel free to ask them anytime, we’ll be glad to help you with your rough goings.  :rolleyes:

Ha. Just uninstalled. Used the live key instead of the dev key for Android and I am seeing banner ads.

hummmm. Now to see if I can get it working on Amazon. My main motivation for getting it working.

Thank you all for the help.

Please note, I’m not doing any of this on iOS as that build-pipeline sucks for me and is very slow (old laptop sitting off to the side, plus not an OS X fan).   I’m a Windows desktop guy so I do all my prototyping and initial testing on Android devices.

 
Certificates
Am I right in reading the above correctly? 

We have to use production certificates or at least certificates specific to the app in order to get banner ads?

It seems like the AppLovin testing pipeline is designed around the idea of intergrating ads last.  i.e. When already know your final app package id names, etc.

I don’t know about you guys, but testing the interaction of ads and the game is part of my design flow.

Anyways, it sound like the nutshell takeaway is, “If you want consistent fills, create specific iOs and Android certificates for the app and always sign with them.”  i.e. Using the Android debug certificate won’t cut it.

App Ids
One thing I forgot, was that every time you run an app and call applovin.init(), it registers that app’s ‘package id’  (as per notes line 3)  with your AppLovin account.
 
This might be convenient if you’re doing this last, but it is terribly annoying otherwise.  I constantly forget this. 
 
As of today, between client apps and my own,  I have about 15 never-to-be-used forever-registered IDs that I have to hide in the console.  (I do wish there were a permanent delete feature on the AppLovin console.)
 
Having said that (and told my sad story of poor memory) since the id is automatically assigned, I don’t see how there can ever be a mismatch.  So, this whole not filling thing is mysterious to me.   

Cheers,
Ed

Hi roaminggamer,

You can share your thoughts with applovin support team, I’m sure that they are taking into account customers remarks to improve future user experience.

For this whole “no fill issue” I just left my own “user” experience and in no way can change any applovin sdk functional. Corona applovin plugin is fully dependent on applovin sdk, so there is not that much to discuss about, unfortunately.

I dunno @roaminggamer, it seems to me before you go tell a 3rd party vendor what your bundle ID/package Name will be, you probably should have already set the app up in iTunes Connect/Apple Developer portal/Google Play and have gone through that naming process before you ever get to adding Ads or providing that information to a vendor that asks you for it.  If you haven’t and the vendor is asking for it, perhaps that should be an indicator that you need to go to Apple Dev/Google Play and go ahead and set things up there.

Maybe I think differently than others.

So… how can I HIDE a banner?

Hi borderleap,

The link to hide() method wasn’t added on the index page of plugin docs. I’ve fixed it. While our system is updating, you can just use this direct link: https://docs.coronalabs.com/plugin/applovin/hide.html

Perfect.  Thank you!!

@Rob - I agree. I don’t want to tell them my appID yet.  I’d like to be able to test using a generic appID like I do with admob, vungle, and other ad providers.  I keep dummy appIDs for testing on other providers.  AppLovin is the only one that forces me to use the real ID.

It isn’t a huge problem, but an annoyance for me since I got used to the approach of using generic IDs while testing, then real IDs for production releases.

@everyone,

At the end of the day.  This works and that is what matters.  I can adjust my personal testing style to accommodate the way the plugin/provider work.   In fact, that is the only option.

So, take any ‘prior complaints’ as mere venting, me being grumpy or at worst ‘whiny’ :).

Cheers,

Ed

PS - Now get off my lawn!

Hey roaminggamer,

I’m still thinking that a feedback from a user is very important to every company, so sharing your thoughts with AppLovin team should not be a bad idea, but it’s up to you.

And as always, feel free to ask any questions here, at Corona Labs forum, it’s easier to deal with any kind of issues together.  :wink:

Is it common to see only the text version (title and caption) in banner ads?  Is there any way to ensure that an isLoaded() check will verify that the full ad and its graphic is loaded?  When only text shows, it looks terrible…

applovin-banner-text1.png

and like this…

applovin-banner-text2.png

It seems to show up like this at least 90% of the time.  Every once in awhile I’ll get treated to the actual image.

It could be what they are trafficking.  I’m pretty sure that we don’t load a partial ad. Those look like they are designed that way, kinda like Google Ad Words ads. Maybe its a setting in the AppLovin portal?

Rob