Facebook Audience Network plugin problem

I tested FAN plugin on both demo project and my own project in test mode, it works fine few days ago, but now it won’t show any ads. it won’t even response clicks in demo project. 

Looks like the FAN plugin has been updated with unstable version recently, Rob could you pin this to engineers for solution please?

Thanks!

I looks like it was updated on 11/27. Have you released a new version in the past few days or has it just stopped working in previously working build? 

Rob

I was waiting for an update from Rob before I responded. So I have the same problems with some of my facebook ids and not with others. My game “curadros” is built on Corona and mediated through Appodeal. Using my facebook Id through Appodeal I get fill rate of over 50% for every request appodeal sends over. My game “palabras” is a native app on iOS with the native audience network sdk. In the last 5 weeks, I have been getting 0% fill rate even when using a test device.

I contacted Facebook they told me that:

  1. The users on those devices have not logged into Facebook in the last 30 days. 

This is highly unlikely because some of these users are also users of cuadros where Facebook Ads are being shown.

  1. The ads were not performing as expected on that app and they are not sending ads to that app anymore. I tried to ask how they are not performing as expected and they send me a document on how to make them perform better. The document consists of the usual things that everybody already knows. So that is where I am. I also tried to use the non-working ids through Appodeal and they don’t work either. I also tried creating new placements for the same app and those don’t work.

It just stopped working in previously working build. same thing happened on the demo project. Didn’t show ads even in test mode,beside cause app freeze in those scenes which have FBA calls.

Plugins and their updates happen at build time. If your app’s behavior changes without you doing an update, it has to be due to an external change.

Rob

I have same problem,too

My all apps(over 20+) include ios and Android already published on the Google Play Store and App Store over 1 year and i didn’t do anything recently.

All my apps suddenly stop show ads from FAN since 2019/1/4 but same App still show Admob ads.

Please see Attach files

You can see FAN report ,after 1/4,you can still see app send ad requests ,but there are no any impressions.

So can you check FAN plugins still work fine? 

My app(ios and Android) are fbAudienceNetwork: 2.0.6 (SDK: 4.26.0)

    if ( event.phase == "init" ) then         print( event.isError )

my part code

from my console it return “false” now

it mean no error

before this happened ,if my app code or something happen wrong,it show “true”

console will show FAN error code like Code=1001 “No Fill” for example

And at the same time i will ask Facebook what is going on here?

On a side note, is FAN currently limited to developers from select countries only?

i may find the reason

could phoenixongogo and agramonte check FAN report website where Monetization Settings >quality check

if your app also show failing ,maybe this why you can not show ads anymore.

please tell me your status,tks

The ones that don’t work are in failing. 

@gamebitlabs I don’t think so, but if the country can’t log into Facebook then you won’t get impressions.

Can someone provide the text on the “improve your ad experiences” link?

Facebook may have changed something that broke existing installs. They like making breaking changes, but usually, they won’t break current SDK’s.

Our plugin was updated on 11/27 to SDK version 5.1.0. Previously, we updated to SDK version 4.28.1 for Android last April, and the iOS SDK was updated to 4.26 in October of 2017.  

If you have not built your app since 11/27, you are using an older version of the SDK 4.28/4.26 and it’s possible that Facebook has made changes on their server side that broke builds against the older SDK. They shouldn’t do that, but it can happen. Anyway, I would suggest rebuilding so that you get the 5.1 SDK and see if that solves the issues as well as see why Google is telling you that you are having a bad ad experience.

Rob

I have updated multiple times and even on my native apps with the latest version of the plugin it fails. I also opened and talked to the people at Appodeal and they had no idea why either. The link as I stated before is fairly obvious stuff.

https://www.facebook.com/help/publisher/770180493117128?helpref=inprod

Most of the suggestions seem to be about accidental clicking which leads me to believe that they measure performance based on lead generation or engagement of said ad. In most of my apps, I try very hard to eliminate accidental clicks. I don’t put UI app elements anywhere near the ad, I don’t randomly show an ad in an unexpected location and I don’t move them around. In my case, I think some people in LATAM like to click on ads as a way to help me out, but they don’t have any intentions to download a large game or some other random thing.

Also, many of those super crappy playable ads result in an un-intentional click because you never know when the trial gameplay has ended and the touch to get to the download page has started.

They are plenty of people having the problem outside of Corona. In other forums, there is mention that you always fail if you have less than 70K request per day per the particular app. But I have not found any documentation to back up this statement. I also notice that with the free FAN plugin the IDs that corona is using are working even if my IDs are not. I get about 19 no fill for 1 fill from Corona.

I wonder if FAN has set a minimum number of requests before they fill?

Rob

you can see in Monetization Settings >quality check front page

Hi, does anyone know if this issue was resolved?  is the FAN plugin working in Corona SDK build 3476?  I can’t seem to get the sample code listed in the docs to be  to serve test ads.  I followed all the steps and populated the bannerPlacementID, interstitialPlacementID, deviceHashArray variables. I set up the ad placements on facebook.  This is the plugin it’s using in the build.settings:

plugins =

{

    [“plugin.fbAudienceNetwork”] =

    {

     publisherId = “com.coronalabs”

    },

},

The only code I changed in the demo code was those 3 variables listed above. I’m running the ads in test mode per that demo code. Is this working for anyone else? I spent all day getting different “Test mode device hash” s from the adb logs, creating new banner ads in the Facebook monetization console etc.

this is what I see in the adb log output when I run the demo. Does this demo definitely still work for anyone? Please let me know how else I can troubleshoot. I tried everything I could think of

 > Class.forName: network.LuaLoader

 < Class.forName: network.LuaLoader

 Loading via reflection: network.LuaLoader

 Platform: SM-G955U / ARM Neon / 8.0.0 / Adreno ™ 540 / OpenGL E

 en

 > Class.forName: shared.google.play.services.base.LuaLoader

 < Class.forName: shared.google.play.services.base.LuaLoader

 Loading via reflection: shared.google.play.services.base.LuaLoader

 > Class.forName: _CoronaSetup.LuaLoader

 > Class.forName: CoronaProvider.licensing.google.LuaLoader

 < Class.forName: CoronaProvider.licensing.google.LuaLoader

 Loading via reflection: CoronaProvider.licensing.google.LuaLoader

 > Class.forName: plugin.fbAudienceNetwork.LuaLoader

 < Class.forName: plugin.fbAudienceNetwork.LuaLoader

 Loading via reflection: plugin.fbAudienceNetwork.LuaLoader

 plugin.fbAudienceNetwork: 2.0.7 (SDK: 5.1.0)

 Facebook Audience Network event: initialization successful

 Facebook Audience Network event: banner ad failed to load

 Facebook Audience Network event: banner ad failed to load

Thanks so much,

John 

I looks like it was updated on 11/27. Have you released a new version in the past few days or has it just stopped working in previously working build? 

Rob

I was waiting for an update from Rob before I responded. So I have the same problems with some of my facebook ids and not with others. My game “curadros” is built on Corona and mediated through Appodeal. Using my facebook Id through Appodeal I get fill rate of over 50% for every request appodeal sends over. My game “palabras” is a native app on iOS with the native audience network sdk. In the last 5 weeks, I have been getting 0% fill rate even when using a test device.

I contacted Facebook they told me that:

  1. The users on those devices have not logged into Facebook in the last 30 days. 

This is highly unlikely because some of these users are also users of cuadros where Facebook Ads are being shown.

  1. The ads were not performing as expected on that app and they are not sending ads to that app anymore. I tried to ask how they are not performing as expected and they send me a document on how to make them perform better. The document consists of the usual things that everybody already knows. So that is where I am. I also tried to use the non-working ids through Appodeal and they don’t work either. I also tried creating new placements for the same app and those don’t work.

It just stopped working in previously working build. same thing happened on the demo project. Didn’t show ads even in test mode,beside cause app freeze in those scenes which have FBA calls.

Plugins and their updates happen at build time. If your app’s behavior changes without you doing an update, it has to be due to an external change.

Rob

I have same problem,too

My all apps(over 20+) include ios and Android already published on the Google Play Store and App Store over 1 year and i didn’t do anything recently.

All my apps suddenly stop show ads from FAN since 2019/1/4 but same App still show Admob ads.

Please see Attach files

You can see FAN report ,after 1/4,you can still see app send ad requests ,but there are no any impressions.

So can you check FAN plugins still work fine? 

My app(ios and Android) are fbAudienceNetwork: 2.0.6 (SDK: 4.26.0)

&nbsp;&nbsp;&nbsp; if ( event.phase == "init" ) then &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; print( event.isError )

my part code

from my console it return “false” now

it mean no error

before this happened ,if my app code or something happen wrong,it show “true”

console will show FAN error code like Code=1001 “No Fill” for example

And at the same time i will ask Facebook what is going on here?