Admob looking for network adapter on iOS.

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Joshua Wagner

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Nov 5, 2017, 1:25:10 AM11/5/17
to Google Mobile Ads SDK Developers
I'm integrating admob with Unity (5.6.6). 

I followed the guide here: https://developers.google.com/admob/unity/start and got things working for android. However I'm getting an error on iOS, when running from Xcode:  <Google> Cannot find an ad network adapter with the name(s): com.google.ads.mediation.admob.AdMobAdapter. Remember to link all required ad network adapters and SDKs, and set -ObjC in the 'Other Linker Flags' setting of your build target.

I'm not trying to integrate mediation, just admob and I'm not sure if it should even be looking for the AdMobAdapter. Note I'm launching Unity-iPhone.xcworkspace. My understanding is that should handle linking all the dependencies. What am I missing?

Joshua Wagner

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Nov 5, 2017, 1:29:01 AM11/5/17
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I believe I'm using: Google Mobile Ads Unity Plugin v3.7.1

Ivan Bautista (Mobile Ads SDK Team)

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Nov 6, 2017, 4:19:51 AM11/6/17
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Hi Joshua,

Could you check if the following build setting within the Xcode project generated by Unity is set as described here?
  • $(inherited) to Other Linker Flags in Build Settings.
For us to check on our end, would you be able to provide to us privately (using Reply privately to author option) the generated Xcode project from Unity?

Also, could you try using the latest SDK version and see if the issue is still reproducible?

Regards,
Ivan Bautista
Mobile Ads SDK Team

Ivan Bautista (Mobile Ads SDK Team)

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Nov 7, 2017, 2:36:12 AM11/7/17
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Hi Joshua,

I downloaded our sample app with the latest Unity plugin (3.8.0) and verified that there are no build errors after opening the generated xcworkspace file in XCode. I want to take note that the generated xcworkspace file on our end have the Enable Modules (C and Objective-C) set to No as well but we were able to run the generated project in our iOS test device (regardless if it is set to Yes or No).

I will check with the rest of the team regarding this and get back to you for any official feedback.

On the other hand, could you confirm if the issue is still reproducible on your end? If so, could you try generating the xcworkspace file from the sample app and see if the issue is reproducible on your end? Also, would you be able to provide to us privately (using Reply privately to author option) the Unity project (instead of the generated XCode project) you are having issues with so we can check on our end?

Ivan Bautista (Mobile Ads SDK Team)

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Nov 15, 2017, 2:41:05 AM11/15/17
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Hi Joshua,

I'm glad to hear that everything is working now on your end. I just want to let you know that the team got back to me and confirmed that the Enable Modules (C and Objective-C) settings is set to NO by default and that the GMA Unity plugin no longer requires modules to be enabled as we've moved to non modular imports.

That said, feel free to create a new thread for any other technical concerns specific to the implementation of the GMA Unity plugin and we'll be happy to assist you.
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