When Is Revmob Sdk For Corona Going To Support The Latest Build

According to the RevMob for Corona SDK 

“Not supported in builds 1043-1051 because a Corona networking issue.”

 

An ETA on when this is going to be addressed would be nice.

No, are you serious?  I integrated RevMob.  Using daily build 1041, it was working.  I updated the daily build to 1054, and it feels like it is working.  Have you tried 1054 or later and checked to see if it’s working now?  By the way, where does it say RevMob isn’t supported in builds 1043-1051? 

 

Naomi

To be fair, I wouldn’t blame Revmob for this - why didn’t Corona use different API names for Widgets and Networking 2.0? Just switching over and breaking everyone’s perfectly working code is ridiculous.

Oh, okay, so @nick_sherman, RevMob works okay if we are using widget-v1?  I broke down and decided to continue using widget-v1 so that I wouldn’t have to completely redo my widget related code.  Does using widget-v1 fix the issue?  Is that why I haven’t seen RevMob breaking?  I’m not sure how Networking 2.0 is related to widgets though…

 

Naomi

@naomi - I was just speaking generally, I too have not bothered using the latest daily builds. It has however broken my angry birds menu template so I have to fix that and send out an update to all my customers…as if I’m not busy enough already!

Just looked for it. You’ll see the support notes here:

 

Revmob Dashboard > SDK > Corona SDK Download

 

It’s here: http://sdk.revmob.com/corona_download.html right at the top. I’ve been using 1041 and today updated to 1054 and got a runtime error. Rolled back to 1041 and it works fine. No changes whatsoever to the code.

Thank you, @Screaming Leaf and @WideAwakeGames.  

 

Yikes, if I want RevMob, I’d need to roll back to 1041 then?  And there really is no option other than RevMob for fullscreen ads on landscaped Android app right now.  Honestly, I feel like our options are so limited.

 

I haven’t tested Ads on Android devices much, and that might be why I haven’t seen any issue… maybe?  But then… it just occurred to me that, @WideAwakeGames, could the runtime error you’re getting anything to do with the latest runtime error handling that Corona implemented?  What if you unhandleError, does it still cause you issue?  Take a look here:

 

http://www.coronalabs.com/blog/2013/03/13/wednesday-faq-runtime-error-listener/

 

I have implemented the unhandleError thing, and maybe that’s why I’m not seeing the error at runtime.

 

And here’s a relevant thread relating to unhandleError thing:

 

http://forums.coronalabs.com/topic/32744-daily-build-1051-1054-annoying-popups-with-errors/

 

Naomi

 

I emailed RevMob about a networking issue the other day - it was a Corona fault and fixed in 1053. I presume they have blocked it due to that. I’m using 1053 and it is working fine.

@chrisevans1001, ah, thanks.  Good to know.  It sounds like we should be okay with 1054 then.

 

Naomi

Hi all. After 1052 version it is ok. Thanks for reporting, I will update the documentation to let it clearer.
We will update the RevMob SDK to try to use the networking 2.0. We had some issues using the 1.0, so we had to use a custom library for Android platform. Best regards
Paulo
http://about.me/paulocheque

Hi Paulo,

 

What about iOS with build 1051 ? What are symptoms ? I can see ads statistics in dashboard: impressions / clicks / cannot check installs due to limit per device. If clicks are ok then its ok ?

 

I believe the issue corrected in build 1053 was an android permission issue so should not be affecting iOS. If you’re seeing clicks then it must be working - the problem was causing no ads and therefore no clicks.

No, are you serious?  I integrated RevMob.  Using daily build 1041, it was working.  I updated the daily build to 1054, and it feels like it is working.  Have you tried 1054 or later and checked to see if it’s working now?  By the way, where does it say RevMob isn’t supported in builds 1043-1051? 

 

Naomi

To be fair, I wouldn’t blame Revmob for this - why didn’t Corona use different API names for Widgets and Networking 2.0? Just switching over and breaking everyone’s perfectly working code is ridiculous.

Oh, okay, so @nick_sherman, RevMob works okay if we are using widget-v1?  I broke down and decided to continue using widget-v1 so that I wouldn’t have to completely redo my widget related code.  Does using widget-v1 fix the issue?  Is that why I haven’t seen RevMob breaking?  I’m not sure how Networking 2.0 is related to widgets though…

 

Naomi

@naomi - I was just speaking generally, I too have not bothered using the latest daily builds. It has however broken my angry birds menu template so I have to fix that and send out an update to all my customers…as if I’m not busy enough already!

Just looked for it. You’ll see the support notes here:

 

Revmob Dashboard > SDK > Corona SDK Download

 

It’s here: http://sdk.revmob.com/corona_download.html right at the top. I’ve been using 1041 and today updated to 1054 and got a runtime error. Rolled back to 1041 and it works fine. No changes whatsoever to the code.

Thank you, @Screaming Leaf and @WideAwakeGames.  

 

Yikes, if I want RevMob, I’d need to roll back to 1041 then?  And there really is no option other than RevMob for fullscreen ads on landscaped Android app right now.  Honestly, I feel like our options are so limited.

 

I haven’t tested Ads on Android devices much, and that might be why I haven’t seen any issue… maybe?  But then… it just occurred to me that, @WideAwakeGames, could the runtime error you’re getting anything to do with the latest runtime error handling that Corona implemented?  What if you unhandleError, does it still cause you issue?  Take a look here:

 

http://www.coronalabs.com/blog/2013/03/13/wednesday-faq-runtime-error-listener/

 

I have implemented the unhandleError thing, and maybe that’s why I’m not seeing the error at runtime.

 

And here’s a relevant thread relating to unhandleError thing:

 

http://forums.coronalabs.com/topic/32744-daily-build-1051-1054-annoying-popups-with-errors/

 

Naomi