Admob iOS not working on XCode 5.1, iOS 7.1 and Unity 4.3.4f1

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Jordy Rodriguez

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Apr 1, 2014, 2:04:30 AM4/1/14
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I am currently using prime31 admob plugin for Unity,
i use it on WP, Android and iOS.

All is working perfectly fine on Android and WP, but i constantly receive an error on iOS :

Loading
/var/mobile/Applications/7XXXXXX1-0144-4ECE-BA90-31XXXXXXXFB2/yummybird.app/Data/Managed/P31WinPhoneAdMob.dll
into Unity Child Domain
- Completed reload, in 0.124 seconds 2014-03-28 22:25:03.938 yummybird[556:60b] To get test ads on this device, call:
request.testDevices = @[ @"ede43558771dcdXXXXXXXXXXc002eca3" ];
2014-03-28 22:25:05.058 yummybird[556:60b] Google Mobile
Ads SDK: You are currently using 6.7.0 of the SDK. A new version,
6.8.0, is available at http://goo.gl/Zc0BYt . Please consider updating your SDK to get the latest features and bug fixes
adViewFailedToReceiveAdEvent: Request Error: No ad to show.
(Filename:
/Applications/buildAgent/work/d3XXXXXXXXXX08f4/artifacts/iPhonePlayer-armv7Generated/UnityEngineDebug.cpp
Line: 53)
Enter code here...

I use only one application on Admob control panel, for the free OS.
I have a smart banner top right, and an interstitial.

Prime31 support tells me the plugin is correctly working,
Is there any reason i never have any ad to show on my ipod Touch 5 ?
Is there a known issue with Admob SDK 6.7 and iOS7.1 ?
Can i just send the game to appstore and it will then work by itself some day ?

I don't know what to do, and i am perfectly unable to enter in xcode project source code, i only know how to work on unity...

Thank you for your time :)

Eric Leichtenschlag

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Apr 1, 2014, 9:59:18 PM4/1/14
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The "Request Error: No ad to show." message just means your ad unit isn't getting any fill. Is the ad unit ID you're using for the iOS platform?

Thanks,
Eric

Jordy Rodriguez

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Apr 2, 2014, 7:35:22 AM4/2/14
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Hello Eric,
 
i am using the exact same ad unit for Windows phone, Android and iOS.
in my admob account, my application is linked to my game on Android,
i dont know if it can cause any trouble.
 
Thank you :)
Jordy

Eric Leichtenschlag

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Apr 2, 2014, 3:45:23 PM4/2/14
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We STRONGLY RECOMMEND that you use separate IDs (in this case a separate application in the AdMob front-end) for different platforms.

You aren't getting fill on iOS because the ad unit is for a linked Android app and because your iOS package name isn't a valid iOS package (you mentioned it isn't on app store yet). Technically, a valid package might override the fact that the ad unit is for the wrong platform, and you may get fill if you just published your app. But you'll notice the following side effects if you don't create platform specific ad units:

1. Mediation won't work on iOS if you ever want to add other networks
2. No fine-grained reporting on how your iOS or Android apps are performing individually
3. Unknown behavior on setting up house ads promoting other apps. I don't think the front-end will let you associate a campaign for an iOS app download ad to an Android ad unit.

and possibly others (these were just off the top of my head).

So, please create a separate app for iOS, and a new ad unit. I'd also recommend the same for Windows.

Thanks,
Eric

Jordy Rodriguez

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Apr 3, 2014, 7:09:14 PM4/3/14
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Hello Eric,

You were right, by not using all platforms on the same admob app,
this is now working as expected !
The problem was between the keyboard and the chair :D

Thank you a thousand times !
Jordy
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