Admob real ads not showing.

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Ferdinand Buagas

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Oct 7, 2017, 11:56:11 PM10/7/17
to Google Mobile Ads SDK Developers

Hi Guys,

Need help.

The test ads is showing, But the real ads is not showing. It's been 4 days now.

My admob ad unit is new.


I need advice.

is this normal? Do I have to wait for more days?

Joshua Lagonera (Mobile Ads SDK Team)

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Oct 9, 2017, 1:26:21 AM10/9/17
to Google Mobile Ads SDK Developers
Hi Ferdinand,

There are a lot of factors in play that may prevent ads from serving on our end. These include, but are not limited to, implementation issues, available Ad inventory and network issues. For newly created Ad Unit IDs, they usually take around 1-2 hours before they start to show live ads.

However, for us to investigate the issue and find out the root cause, then would you be able to provide us information we can use to check on our end? Kindly look out for an email from me and you can provide us the information there. Additionally, can you try your Ad Unit IDs on our sample apps and check if you still are not able to show live ads? 

Regards,
Joshua Lagonera
Mobile Ads SDK Team

Joshua Lagonera (Mobile Ads SDK Team)

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Oct 16, 2017, 2:52:11 AM10/16/17
to Google Mobile Ads SDK Developers
Hi Ferdinand,

Are you still having issues with displaying live ads on your end? If you are and would still need assistance from us, then kindly provide us the information we requested on the private email we sent to you a few days ago.

Regards,
Joshua Lagonera
Mobile Ads SDK Team

On Sunday, October 8, 2017 at 11:56:11 AM UTC+8, Ferdinand Buagas wrote:

Ferdinand Buagas

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Oct 20, 2017, 7:10:30 AM10/20/17
to Joshua Lagonera (Mobile Ads SDK Team), Google Mobile Ads SDK Developers
Hello Joshua,

Good day!

I was able to to show the ads on my real device and also with the Emulator.

But I should enable the "Development Build" :


If not enabled I will see this error below:





I am new in game development. 

Please advice me if it is okay to enable the "Development Build" when building a final APK for release in Google Play.


​Best regards,
Ferdinand



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Thank you and Best regards,

Ferdinand Narandan Buagas

Ferdinand Buagas

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Oct 20, 2017, 10:37:14 PM10/20/17
to Joshua Lagonera (Mobile Ads SDK Team), Google Mobile Ads SDK Developers
Hello Joshua,

in Addition,

I see this error whenever Admob is called in my script.

See image below:


The Code:


using UnityEngine;
using System.Collections;
using GoogleMobileAds.Api;

public class AdMobAds : MonoBehaviour
{

bool isShownAdOneTime;


void Start()
{
//Request Admob Ads
RequestInterstitialAds();
}

void Update()
{
if (GameControl.isGameOverAB)
{
if (!isShownAdOneTime)
{
isShownAdOneTime = true;
showInterstitialAd();

}
}
}

public void showInterstitialAd()
{
//Show Ad
if (interstitial.IsLoaded())
{
interstitial.Show();

//Stop Sound
//

//Debug.Log("SHOW AD XXX");
}

}

InterstitialAd interstitial;
private void RequestInterstitialAds()
{
//Testing
string adID = "ca-app-pub-3940256099942544/1033173712";

//Live
//string adID = "My Live Ad ID";  

#if UNITY_ANDROID
string adUnitId = adID;
#elif UNITY_IOS
string adUnitId = adID;
#else
string adUnitId = adID;
#endif

// Initialize an InterstitialAd.
interstitial = new InterstitialAd(adUnitId);

//Test
AdRequest request = new AdRequest.Builder()
.AddTestDevice(AdRequest.TestDeviceSimulator)       // Simulator.
.AddTestDevice("89D1DA1F820CE28BA86223A1C3443450")  // My test device.
.Build();

//Production
//AdRequest request = new AdRequest.Builder().Build();

//Register Ad Close Event
interstitial.OnAdClosed += Interstitial_OnAdClosed;

//Load the interstitial with the request.
interstitial.LoadAd(request);

//Debug.Log("AD LOADED XXX");

}

//Ad Close Event
private void Interstitial_OnAdClosed(object sender, System.EventArgs e)
{
//Resume Play Sound

}


}



Best regards,

Ferdinand




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Thank you and Best regards,

Ferdinand Narandan Buagas

Joshua Lagonera (Mobile Ads SDK Team)

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Oct 23, 2017, 12:26:22 AM10/23/17
to Google Mobile Ads SDK Developers
Hi Ferdinand,

I'm glad ads are now showing successfully on your end.

As for your concern about Development Mode, it would be best for you to confirm this to a general developer forum such as Unity Forum for further clarifications about Unity's Development Mode as we only handle concerns specific to the Mobile Ads SDK. However, the error shown when disabling Development Mode seems to be caused by incorrect integration with Unity Ads. To confirm this, would you be able to provide us a sample project where we can replicate this issue? 

For your issue about the "NullPointerException", it seems to be caused by your implementation. You are trying to show the Interstitial Ad in the Update() method without checking first if the Interstitial Ad has been initialized. While we do not have full-view of your project, I would recommend that you implement null-checking on the Interstitial Ad before trying to show it. However, seeing as this is more of an implementation issue, I would recommend that you create a new thread over at StackOverflow for further assistance on this.

Regards,
Joshua Lagonera
Mobile Ads SDK Team

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Thank you and Best regards,

Ferdinand Narandan Buagas

Ferdinand Buagas

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Nov 1, 2017, 2:19:50 AM11/1/17
to Joshua Lagonera (Mobile Ads SDK Team), Google Mobile Ads SDK Developers
Hello Joshua,

This was now resolved. But I'm not sure with this.

I enabled the "User Proguard File", then on the proguard-user.txt. I added this.

-keep public class com.google.android.gms.ads.**{ public *; } # For old ads classes -keep public class com.google.ads.**{ public *; } # For mediation -keepattributes *Annotation* # Other required classes for Google Play Services # Read more at http://developer.android.com/google/play-services/setup.html -keep class * extends java.util.ListResourceBundle { protected Object[][] getContents(); } -keep public class com.google.android.gms.common.internal.safeparcel.SafeParcelable { public static final *** NULL; } -keepnames @com.google.android.gms.common.annotation.KeepName class * -keepclassmembernames class * { @com.google.android.gms.common.annotation.KeepName *; } -keepnames class * implements android.os.Parcelable { public static final ** CREATOR; } -keep public class com.google.unity.**{ public *; } But I don't know how does this affect my project. Can you advice me on this? What will it do? I found this solution here. https://github.com/googleads/googleads-mobile-unity/issues/539 Thank you very much, Ferdinand


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Thank you and Best regards,

Ferdinand Narandan Buagas



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Thank you and Best regards,

Ferdinand Narandan Buagas

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Joshua Lagonera (Mobile Ads SDK Team)

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Nov 2, 2017, 12:09:08 AM11/2/17
to Google Mobile Ads SDK Developers
Hi Ferdinand,

If you are building your project with Proguard enabled, then you would have to include the necessary settings you outlined in your post. You can also see these settings on our Android Sample project. You can learn more about Proguard and its benefits here.

Let me know if you have any further questions.

Regards,
Joshua Lagonera
Mobile Ads SDK Team

On Wednesday, November 1, 2017 at 2:19:50 PM UTC+8, Ferdinand Buagas wrote:
Hello Joshua,

This was now resolved. But I'm not sure with this.

I enabled the "User Proguard File", then on the proguard-user.txt. I added this.

-keep public class com.google.android.gms.ads.**{ public *; } # For old ads classes -keep public class com.google.ads.**{ public *; } # For mediation -keepattributes *Annotation* # Other required classes for Google Play Services # Read more at http://developer.android.com/google/play-services/setup.html -keep class * extends java.util.ListResourceBundle { protected Object[][] getContents(); } -keep public class com.google.android.gms.common.internal.safeparcel.SafeParcelable { public static final *** NULL; } -keepnames @com.google.android.gms.common.annotation.KeepName class * -keepclassmembernames class * { @com.google.android.gms.common.annotation.KeepName *; } -keepnames class * implements android.os.Parcelable { public static final ** CREATOR; } -keep public class com.google.unity.**{ public *; } But I don't know how does this affect my project. Can you advice me on this? What will it do? I found this solution here. https://github.com/googleads/googleads-mobile-unity/issues/539 Thank you very much, Ferdinand

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Thank you and Best regards,

Ferdinand Narandan Buagas



--
Thank you and Best regards,

Ferdinand Narandan Buagas

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Ferdinand Buagas

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Nov 2, 2017, 12:19:45 AM11/2/17
to Joshua Lagonera (Mobile Ads SDK Team), Google Mobile Ads SDK Developers
Hello Joshua,

So you mean to use the codes above I have to put everything like this?


#
# Copyright (C) 2013 Google, Inc.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
# Add project specific ProGuard rules here.
# You can edit the include path and order by changing the proguardFiles
# directive in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
# The following rules are used to strip any non essential Google Play Services classes and method.
# For Google Play Services
-keep public class com.google.android.gms.ads.**{
public *;
}
# For old ads classes
-keep public class com.google.ads.**{
public *;
}
# For mediation
-keepattributes *Annotation*
# Other required classes for Google Play Services
# Read more at http://developer.android.com/google/play-services/setup.html
-keep class * extends java.util.ListResourceBundle {
protected Object[][] getContents();
}
-keep public class com.google.android.gms.common.internal.safeparcel.SafeParcelable {
public static final *** NULL;
}
-keepnames @com.google.android.gms.common.annotation.KeepName class *
-keepclassmembernames class * {
@com.google.android.gms.common.annotation.KeepName *;
}
-keepnames class * implements android.os.Parcelable {
public static final ** CREATOR;
} is this fine? Will I have the license to monetize my app now? Sorry for my question. I'm new in gaming. The codes above is the one that solves my issue. And by the way, What settings are you referring to? Can you guide me? Best regards, Ferdinand

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Thank you and Best regards,

Ferdinand Narandan Buagas



--
Thank you and Best regards,

Ferdinand Narandan Buagas

--

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--
Thank you and Best regards,

Ferdinand Narandan Buagas

--

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Joshua Lagonera (Mobile Ads SDK Team)

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Nov 2, 2017, 2:15:12 AM11/2/17
to Google Mobile Ads SDK Developers
Hi Ferdinand,

You should be fine with using those Proguard Settings and you should not need any kind of licensing on your app in order to use it.

Regards,
Joshua Lagonera
Mobile Ads SDK Team

On Thursday, November 2, 2017 at 12:19:45 PM UTC+8, Ferdinand Buagas wrote:
Hello Joshua,

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Thank you and Best regards,

Ferdinand Narandan Buagas



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Thank you and Best regards,

Ferdinand Narandan Buagas

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Thank you and Best regards,

Ferdinand Narandan Buagas

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Ferdinand Buagas

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Nov 2, 2017, 6:27:41 AM11/2/17
to Joshua Lagonera (Mobile Ads SDK Team), Google Mobile Ads SDK Developers
Hello Joshua,

Thank you very much for the advise. At last my issue was solved.


Bless you!


Best regards,
Ferdinand


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Ferdinand Narandan Buagas



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Thank you and Best regards,

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Ferdinand Narandan Buagas

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Ferdinand Narandan Buagas

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noshad ahmed

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Feb 14, 2019, 11:29:26 PM2/14/19
to google-adm...@googlegroups.com
hey, guys, my AdMob real ads are not showing while it shows the demo ads id
what to do ?
here is my add unit
BANNER
ca-app-pub-xxx/xxx
plz help

Dhayu Dewa

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Feb 17, 2019, 7:34:14 AM2/17/19
to google-adm...@googlegroups.com, anosh...@gmail.com
Message has been deleted

mobileadssdk...@google.com

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Mar 14, 2019, 3:09:00 AM3/14/19
to harve...@outlook.com, Google Mobile Ads SDK Developers
Hi,

I have to delete your post as it contains your Ad Unit Ids which are confidential information. Please avoid posting these information in the public forums.

That said, below is a copy of your original post with the Ad Unit Ids masked.
Hi, my real ads are not showing too. Test ads works without issues. Please help!

ca-app-pub-xxx/xxx

ca-app-pub-xxx/xxx

Regards,
Ivan Bautista
Mobile Ads SDK Team

mobileadssdk...@google.com

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Mar 14, 2019, 3:09:52 AM3/14/19
to harve...@outlook.com, Google Mobile Ads SDK Developers
Hi,

I tested your Ad Unit Ids and I was able to load ads on my end. Do you have a published app where you are loading these Ad Unit Ids? If so, could you provide the PlayStore link to your published app so we can test it as well? I'm asking these because loading your Ad Unit Ids on an unpublished app may have an impact on fill rate.


Regards,
Ivan Bautista
Mobile Ads SDK Team



harvest apps

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Mar 14, 2019, 3:50:55 AM3/14/19
to mobileadssdk...@google.com, Google Mobile Ads SDK Developers
Hi my app is

From: mobileadssdk...@google.com <mobileadssdk...@google.com>
Sent: Thursday, March 14, 2019 3:09:40 PM
To: harve...@outlook.com
Cc: Google Mobile Ads SDK Developers
Subject: RE: [google-admob-ads-sdk] Re: Admob real ads not showing.
 

TATAY GAMES

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Oct 1, 2019, 9:40:53 PM10/1/19
to Google Mobile Ads SDK Developers
I DOWNLOADED THE NEW Google Mobile Ads Unity Plugin v4.0.0

I USE UNITY 2017.4.28
When I first lunch it, with test ads id, test ads shows up.
Then I put the ad Id, for my other app which is already live and showing/working ads.
Then when i try it again, theres no ads showing up!. I follow all the instruction.
And test and build it maybe 30x!! still no luck.
 Im struggling to this 3 days already. hope somebody can help me. 
I dont know why google is realeasing a buggy plugin. its really hard for developers





On Sunday, October 8, 2017 at 11:56:11 AM UTC+8, Ferdinand Buagas wrote:

Mobile Ads SDK Forum Advisor Prod

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Oct 1, 2019, 10:39:36 PM10/1/19
to eanjo...@gmail.com, google-adm...@googlegroups.com

Hi there,

Thank you for reaching out to us.

Could you kindly provide the details below (via Reply privately to author) so that I can investigate the issue?

  • Ad unit IDs affected
  • Error code encountered (Android / iOS)
  • Play Store / App Store link (if published)


In the meantime, I highly suggest updating your Unity engine to the latest version (2019.2.7f2 as of this writing) as well, in order to reduce the number of potential bugs cropping up due to obsolete versions.

Regards,
Ziv Yves Sanchez
Mobile Ads SDK Team



ref:_00D1U1174p._5001UKLpi4:ref

Mobile Ads SDK Forum Advisor Prod

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Oct 2, 2019, 2:20:48 AM10/2/19
to eanjo...@gmail.com, google-adm...@googlegroups.com

Hi there,

Thank you for providing your Play Store link in private.

I tested your app (from the Play Store), and can confirm that I was getting ads from it (see attached screenshots). However, it is entirely possible that your app may be experiencing an ad-serving issue at the moment, where there are no ads available for display due to a drop in ad inventory. You may try implementing Mediation to help in the filling of ads during this time.

For further ad-serving concerns, you may post your concern over at the AdMob Help Center, or consult with our troubleshooter, for further assistance.



Regards,
Ziv Yves Sanchez
Mobile Ads SDK Team



ref:_00D1U1174p._5001UKLpi4:ref
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Mobile Ads SDK Forum Advisor Prod

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Oct 2, 2019, 4:47:17 AM10/2/19
to eanjo...@gmail.com, google-adm...@googlegroups.com

Hi there,

Thank you for the additional context on your concern.

Could you provide the details below (via Reply privately to author), so that I can try diagnosing the root cause of this particular issue?

  • App ID & Ad unit IDs affected (I will need these in order to replicate the issue you've been experiencing; rest assured that requesting this is standard procedure on our end, and that using Reply privately to author will ensure that your ad unit IDs are shared securely only with the AdMob support team)
  • Copy of your sample project with the issue reproduced
  • Version of the older AdMob plugin used
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