ADMOB - AND ANY AD INTERSTITIAL FOR THAT MATTER -SHOWS AT RANDOM TIMES, EVEN IF I CALL ADS.HIDE() AND EVEN IF I CALL ADS.HIDE() IN EVENT.ISERROR IN CASE IT GETS FIRED MID-GAME!
I’m having a problem where admob and other interstitials get displayed at the wrong times - in the middle of the game action and not after scene is complete, like they should have.
-> I also call ads.hide() upon entering the scene, but it does nothing and the interstitials are still being fired mid game… <-
I strongly believe there should be two functions:
ads.load() and only then
ads.show()
----->> so we can check if the ads actually loaded/have been received/are ready before trying to show them
-
also, ads.hide() in case of banner ads, in my opinion, should only hide the banner and not destroy it, as I noticed the banners get delayed too if you hide and show them often ( basically recreate them all the time - that can breach advertising policies as well! )
-
this would again require two functions ads.hide() and ads.end(); or something like that
I added a listener in ads.init to check for event.isError,
but that’s already too late as - correct me if I’m wrong - it only catches the error if the ad could not be SHOWN.
I did try to fix the problem by calling ads.hide() if event.isError gets triggered in ads.init() by ads.show(), but it does nothing and ad still shoots up and stays there…
— >> THE PROBLEM IS THAT interstitial ads aren’t received at the right time, SPECIALLY ON SLOW MOBILE CONNECTIONS, and when they do get in cache later, they then just fire at will… even if I call ads.hide()
- Now when I’m programming in Objective C, I use admob’s delegate callback methods to check if the interstitial ad has been received, set a flag and then check that flag before showing the ad, i also check if game is paused before presenting the ad.
That’s why it’s essential to first call - a load function - to know if the ad is even available to be shown… AND NOT TO SHOW THE AD AT THE INAPPROPRIATE TIMES!
Please kindly respond
Thank you