Hi,
A fix has been pushed up. Please rebuild your applications and confirm the fix works for your case. Thanks.
Hi,
A fix has been pushed up. Please rebuild your applications and confirm the fix works for your case. Thanks.
Thanks Danny.
When I now build the sample project that I posted, the ad does display in the same place the first time as on all subsequent displays, which is a step forward.
However, the ad is now being displayed so that the bottom aligns with the y value specified. That’s consistent with the previous behavior, but I want to point out that it’s contrary to the API specification at http://docs.coronalabs.com/api/library/ads/show.html, which says the y value should specify the top of the banner.
Actually, if y<bannerHeight, then the banner does display with the top at y. But if y>bannerHeight, it will display with the bottom at y. Is this the intended behavior?
Thanks.
You’re correct they should align with the top of the ad and this has been changed.
Hi Danny,
Yes, I tested it again just now, and everything is looking good! The banner is positioned where I expect it to be, and it’s positioned there every time. I tested on an iPhone 4, iPad 3, and iPhone 5.
Thanks for turning this around. I, and surely everyone else on this thread, appreciate it!
It’s now very confusing about placing the ad at the bottom of the screen.
From dchan’s earlier post,
You’re correct they should align with the top of the ad and this has been changed.
Does it mean the ads should all align with the top now?
However, from my testing, it’s still not consistent, please see the following results for the inconsistency: (I am using the latest daily build - CoronaSDK 2013.2100 and my config.lua is 320x480, letterbox)
(1) If y = display.contentHeight, iAd shows at the bottom for iPad (because iPad’s display.screenOriginalY = 0), but for iPhone 5S, iAd shows above the bottom. For admob, it behaves the same as iAd.
(2) If y = display.contentHeight - display.screenOriginalY, iPad is fine for both iAd & admob (again, I think it’s because display.screenOriginal is 0 for iPad). For iPhone 5S, iAd shows at the exact bottom, which is good. But for admob, the ad shows above the bottom for iPhone 5S.
Besides, admob shows below the bottom for Galaxy Tab 3. (part of the top area of admob ad shows up)
(3) If y = display.contentHeight - display.screenOriginalY * 2 , admob shows correctly at the bottom for iPhone 5S, but below the bottom for Galaxy Tab 3. For Galaxy Tab 3, in order to show at the exact bottom, I found y = display.contentHeight - display.screenOriginalY * 2 - 63 would do. (I don’t know how to get this number, 63. I started with 50 & 66, and adjusted one pixel at at a time to get 63.) BTW, display.screenOriginalY for Galaxy Tab 3 is -16.
The conclusions:
(1) For iAd, it still looks like it’s “bottom-aligning”, is this final?
(2) For admob, the y value behaves differently than iAd, why is that? is this intended behavior? If yes, what’s the rule?
(3) For admob, iOS device & Android device seem to behave differently? How to correctly calculate the y value to place admob at the exact bottom for both iOS & Android devices?
Please someone shed some light on this. I am about to release a new version with iAd & admob before iTunes closes for the holidays. It’s a total mess right now. :unsure: Thanks.
I’m having this issue as well. I did a build on Nov 17 and it was recently updated in the App Store. I can’t click on the banner and maybe it is the reporting but my fill rate dropped from around 90% to 50% the day my app update was released and continues to get the worst fill rate since I’ve started using iAds.
Hi,
We are having the same problem here with the game we are developing now. We are using the last daily build: 2013.2090.
Just tested as you explained, placing the ad on y=45 (landscapeRight, 1024w x 768h configuration), to leave half the ad in the “hit” zone, and half on the “no hit” zone. You can also notice the test banner gets darker when you press on the “hit zone” (release elsewhere to cancel the click), but it doesn’t respond out of the “hit zone”.
It’s quite an issue if you just released a version with this problem, no clicks, no ad revenue.
Absolutely, hope this can be sorted ASAP as I’m sure it will be affecting a lot of people.
Hi,
Please try building your apps again to see if its been fixed for your case. If not please post some sample code of your use case. Thanks.
Hi dchan,
It’s working for my case now (landscape, 1024x768, ad in bottom part of screen), thanks!
The touch on the ad is working for us now too which is great news! Thanks for the fix.
@dchan - do you know if this has also fixed the issue with ad requests not being logged? Obviously we wont really be able to test that until we’ve resubmitted and been approved again by the App Store…
A touch on a banner ad is “working” when I test with an Adhoc build but all in not good in iAd land…
I just checked two of my apps built using 1229 and a touch on a banner in either app yields no response. Both these apps are release apps on the app store.
My apps are portrait apps with the banner at the bottom. iOS 6.1.5 iTouch 4G (iOS 7 update not available for this device).
One of my older apps (built using which version of Corona I can’t recall - perhaps the last G1 public build - not sure) does have a fully working banner ad. My code has not changed - only the Corona build number to 1229.
@Corona - is the iAd plugin version tied to a specific build, or do we always get the latest iAd plugin regardless?
@Mediaflex @CromaGames interested to know if the working iAd is when you get a test iAd?
@Community - if you use iAd banners please check if clicking on an iAd banner is working for you with a live app!
Really not looking forward to updating 20+ apps - especially when I don’t know which build number to use that works (not G2 - don’t wan’t all those bugs). Made worse by the “false sense of security” I’m getting with “working” test iAd banners…
Our understanding is this - the iAd plugin isn’t tied to a particular version, it just pulls the latest code when you do a build. Sometime between the end of October (our last app update which was fine) and mid November (when the app updates started to have issues with iAds) it seems that the Corona team have changed something in the iAd plugin that has caused it to break.
The “symptoms” we have in the live apps (like yours, portrait apps with the iAd at the bottom) are that the ad creative shows up but does nothing on touch and isn’t logging any requests / impressions / taps on our iAds dashboard despite clearly pulling through an ad creative and displaying it in the app. The touch issue seems to be because an invisible layer is covering the ad, but this layer only starts from about 80px and down so if the iAd is displayed at the top of the screen it seems to work ok.
The fact that it pulls through the creative suggests that at least a request (the app talking to iAds and asking for an ad) and impression (an ad being returned to show) should be logging in our iAds dashboard, even if the taps are zero. The fact that we are getting zeroes across the board suggests that the issue is something more fundamental than just a problem with the tap, unless it is just an iAds mechanism to prevent people fraudulently displaying ads (hiding it below content for example).
We can confirm as of this morning that the touch seems to be working again (presumably they have fixed something in the iAds API - some more feedback would be nice really) but until we actually submit the app and have it live on the store we can’t confirm for definite whether the reporting / logging is working correctly - can someone from Corona confirm if this is also likely to be fixed before we go through the loop of submitting a new update and having to wait 3-4 days for it to be approved?
Thanks for the post - what you say makes complete sense to me.
On the basis that the iAd plugin isn’t tied to a particular Corona version, I’m going to submit a new app today and update one of my existing apps using build 1229. Hopefully that’ll pull the latest (working?!) iAd plugin (and not an iAd plugin tied to the build number) and fix the issue.
My updates tend to take around 3 days and a new app 7 days. I’ll make a note now to update this thread with the result.
Best - MAS1
I’ve held off on a new app submission but I have just put an update in on an app with no currently working iAd banner. I’ll post the result as soon as I have it.
I’ve just ordered my apps by release date on iTunes and I’ve checked all my apps for banner bafoonery (!) Turns out that all my apps have working iAd banners up to and including 13th November. All apps updated after that date have NO fully working banner (banner appears but touch yields nothing).
Seems Nick is right about Corona code breaking … http://forums.coronalabs.com/topic/41468-graphics-20-update-has-ruined-my-game/
!
I spoke too soon. Just about to send in the update but thought I’d check an adhoc build first.
The iAd just appeared at the top of the screen. WTF! My code hasn’t changed and the banner SHOULD be at the bottom.
@Corona - are you “monkeying” around with the plugin?!
Nothing has changed since 19 hours ago. Did you build it before then the first time? Sample code please.
I always use:
Screen = {
left = display.screenOriginX,
top = display.screenOriginY,
right = display.contentWidth - display.screenOriginX,
bottom = display.contentHeight - display.screenOriginY,
width = display.contentWidth - 2 * display.screenOriginX,
height = display.contentHeight - 2 * display.screenOriginY
}
ads.show(“banner”, {x = Screen.left, y = Screen.height})
which has always positioned the banner at the bottom in a portrait app.
I’ll try the Xcode simulator tomorrow and log some data and try and see if I’ve made an error.
It’s only the first banner that appears at the top. All subsequent banners appear at the bottom as intended. Most peculiar.
I’ll have to investigate further…
Question: is the iAd plugin off your server always the latest code regardless of Corona build?
Best,
MAS1.
We’re now getting an error when building the project:
Runtime error ...Files/CloseUpPics.app/.build/libtemplate/Builder.lua:295: \<error\>{"status":256,"message":"Undefined symbols for architecture i386:\n \"\_SLServiceTypeTencentWeibo\", referenced from:\n Corona::IOSSocialNativePopupProvider::canShowPopup(lua\_State\*) in libnative-popup-social.a(IOSSocialNativePopupProvider.o)\n Corona::IOSSocialNativePopupProvider::showPopup(lua\_State\*) in libnative-popup-social.a(IOSSocialNativePopupProvider.o)\nld: symbol(s) not found for architecture i386\nclang: error: linker command failed with exit code 1 (use -v to see invocation)"}\</error\> stack traceback: [C]: ? [C]: in function 'assert' ...Files/CloseUpPics.app/.build/libtemplate/Builder.lua:295: in function 'checkError' ...Files/CloseUpPics.app/.build/libtemplate/Builder.lua:318: in function 'build' ?: in function 'buildExe' ?: in function \<?:692\> Runtime error: ...Files/CloseUpPics.app/.build/libtemplate/Builder.lua:295: \<error\>{"status":256,"message":"Undefined symbols for architecture i386:\n \"\_SLServiceTypeTencentWeibo\", referenced from:\n Corona::IOSSocialNativePopupProvider::canShowPopup(lua\_State\*) in libnative-popup-social.a(IOSSocialNativePopupProvider.o)\n Corona::IOSSocialNativePopupProvider::showPopup(lua\_State\*) in libnative-popup-social.a(IOSSocialNativePopupProvider.o)\nld: symbol(s) not found for architecture i386\nclang: error: linker command failed with exit code 1 (use -v to see invocation)"}\</error\> stack traceback: [C]: ? [C]: in function 'assert' ...Files/CloseUpPics.app/.build/libtemplate/Builder.lua:295: in function 'checkError' ...Files/CloseUpPics.app/.build/libtemplate/Builder.lua:318: in function 'build' ?: in function 'buildExe' ?: in function \<?:692\>
Nothing has changed in our code and when I comment out the plugins in the build.settings file it seems to work - so it looks again to be something to do with the Corona iAds plugin?
I tried deauthorising the simulator and logging back in as suggested on other forum posts but that doesn’t fix it either.
Tested on various builds and nothing seems to work - very frustrating!
Actually looking at the error above it’s actually the Social plugin that is causing the issue now. Just commented that one out only then built again with no error.
Why do you guys keep breaking your own plugins!?
We really need to get updates submitted to ASAP as we’re losing out on a lot of ad revenue right now.
Please shed some light on what is going on!