iOS and AdMob
Monkey Targets Forums/iOS/iOS and AdMob
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Apple rejected my app because i use AdMob:![]() After removing AdMob from Source i get this: ![]() has anyone an idea whats going wrong? |
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I had to check "Yes" on the question about whether I'm using IDFA when I had AdMob in place. Once I did that, the app validated fine. |
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Apple will reject any application that has AdMob and it's not being used. I got an email from The Game Creators because App Game Kit has AdMob as a dependency. |
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but i do use AdMob ... wtf? |
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Login into iTunesConnect, click on your App, below "Versions" click on "View Details" and there on the blue button on the right side "Ready to Upload Binary". In the next step you've to check "yes" at the "Advertising Identifier". This should fix your error. |
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Ironstorm: Good to know, I will release my app with admob soon. I don't want to hijack your thread but are you guys all using vanilla brl.admob? Because everytime I show an ad the framerate drops considerably (especially the first time). It's to the point where I find it to be unacceptable. |
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Because everytime I show an ad the framerate drops considerably (especially the first time). I've heard about this issue. Currently, there is no solution to fix that at all. I've read about this in different communitys (CoronaSDK, StackOverflow etc.) Are you running admob just on ios or on android, too? If you're developing it for android too and get those framerate drops then maybe try to integrate my Gameservice module with the admob part. It would be interesting if this problem has been solved in the new Admob SDK. |
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Just on iOS for now. Yeah, it's a well known problem because a google search will find a lot of topic on this. Running in a background thread isn't allowed it seems. |
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There is no button "Ready to upload binary:![]() |
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Yeah, I see. You already clicked on "Ready to upload binary". This is a little bit tricky. Because you can't change the part of the Advertising Identifier until you create an update for this app. Unfortunately this one seems to be the first release, so you have to upload a simple "test" app with the same bundle identifier. With "test"-app I mean a very very minimalistic monkey app. It isn't necessary that this one has any function. You even don't have to display anything. Just use the Into The Deep identifier, upload this binary within the application loader of XCode. When you've done that, just reject the binary. How to reject a binary: https://developer.apple.com/library/ios/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/ChangingAppStatus.html#//apple_ref/doc/uid/TP40011225-CH30-SW34 Then you can check Yes at the Advertising Identifier, just like in this image: ![]() |
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thank you IronStorm! |
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ahhh... what checkbox should i enable? i read here that i should enable checkbox 1 + 4 for AdMob... http://stackoverflow.com/questions/23124663/does-this-app-use-the-advertising-identifier-idfa-admob-6-8-0 is this correct? |
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i've just checked the first. |
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I just got my app approved using admob, enabling checkboxes 1 & 4. Thanks again IronStorm. |