Googleads-mobile-unity: Not getting Google Ads for IOS . Mediation is working fine .**Same Admob id Google ads is coming in native side.**

Created on 28 Feb 2018  路  27Comments  路  Source: googleads/googleads-mobile-unity

Hello Rampara,
_Plugin Issues._
i'm facing this issues from long back in development .
Not getting Google Ads for IOS . Mediation is working fine .
i have checked by so many ways . but it's not working.
For testing i removed all Mediation.
But now i'm not getting any ads .
_Same Admob id Google ads is coming in native side. Means it's Plugin Issues ._
Please help me.
And Please don't close tickets without solving this issues.

support question P2

All 27 comments

@ravi2831 what error code are you receiving for your ad requests? Is the iOS test ad unit working for you?

Hello Rampara,
The iOS test ad unit is working.
Only issues with Plugin for IOS.(For Android it's working fine).
i'm checking from long time . and i'm getting same issues.
Same Admob id is working in Native IOS side integration ,But not working with Unity Plugin.
_i'm sure that Plugin Issues._
rarely Admob ads coming.
Please create one Admob id and check .
You can get actual idea .

without Mediation : Admob ads is not coming .
And with Mediation : Only Mediation ads is coming.
i have removed Mediation adapters and SDKs for sending Log that EveryTime Mediation ads is coming . Admob priority is more.
Same Admob id is working in Native IOS side integration ,But not working with Unity Plugin.
Please create one Admob id and check .
i'm sharing Error Code :

["

Cannot find an ad network adapter with the name(s): GADMAdapterFacebook. Remember to link all required ad network adapters and SDKs, and set -ObjC in the 'Other Linker Flags' setting of your build target.
HandleInterstitialFailedToLoad event received with message: Failed to receive ad with error: Request Error: No ad to show from all configured ad networks.
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GoogleMobileAds.Common.MobileAdsEventExecutor:Update()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

"
]

_Please don't close tickets without solving this issues._

@ravi2831 I'm having trouble reproducing this issue. I'm able to load and display live banner ads with the following ad unit: ca-app-pub-7585685306778341/2246033912. Are you able to load ads when using this placement?

Hello Rampara,
Issues with Interstitial and Rewarded ads . Please check .
Thanks,
Ravi .

@rampara I can confirm that there seems to be some kind of problem with the ads for iOS in the latest version of the _Google Mobile Ads Unity Plugin_. The ads work fine on Android, but when run on _iOS_ the OnAdFailedToLoad event is raised with the error:

Failed to receive ad with error: Request Error: No ad to show.

(I'm only using Google Ads, not Mediation)

The test ads work, but not the real ads. Trying the adUnitId for banner ads that you suggested didn't change anything.

Technology I used:

  • Unity 2017.3.1f1 Personal
  • Google Mobile Ads Unity Plugin v3.12.0
  • Xcode 9.2 (9C40b)
  • Tested on an iPad 4 (iOS 10.3.3)

EDIT:

I tested my ads with the Objective-C example in Google Mobile Ads SDK for iOS and it worked fine. This confirms that something isn't working right with the Unity plugin.

@ravi2831 @Visual-Vincent I'm having trouble reproducing this issue. Can you provide me with a Unity test app that does?

@rampara Okay, that's interesting... The ads don't work for me when testing the app on a device via Xcode, but my app recently got uploaded to App Store and downloading it from there everything works fine!

Any idea what could've caused this? I'll put together a test app for you later today.

@rampara Okay, here's a test app which uses the Banner ID that you shared earlier. Just click the "Show Ad" button on your iDevice and the error should be logged on screen.

The .zip-file contains both the Unity project and the Xcode project: [link removed]

As previously mentioned the problem appears only when the app is _not_ released to the App Store. Could it have something to do with the way Apple handles ads?

@Visual-Vincent you will see lower fill rates for apps that are not published to the app store (ie. if the bundle name does not map to an app on the app store).

@rampara , Please create a new Admob id and check for Interstitial and Rewarded ads .
Same id is working for native side .
But it's not working with Unity plugin for IOS .
this issues i'm facing from long time .
not only issues with latest issues .
Please check .

@rampara Thanks for the info! Though _lower_ in this case is _none at all_ if the app isn't released. ;)
What's interesting is that it works perfectly fine with the regular Google Mobile Ads SDK for iOS, but not with the Unity plugin. The latter only works if the app is released. Isn't the Unity plugin built on top of the regular SDK?

Anyway I'm glad it works at least when released, rather than not working at all. As long as I know what's going on. :)

@ravi2831 Has your app been released to the App Store yet? If not, then you're likely experiencing the same problem as me. The ads should work once your app is up on the App Store.

@Visual-Vincent @ravi2831 during development, using test ads is the recommended practice.

@ Rampara , Correct !
But i want to know that why same Admob Id have different behaviour
for IOS Unity side and
for IOS native side ?

@rampara ,
SDK like this only ?
OR having issues ?
Please confirm .

@rampara I know that I should use test ads, but I still want to know why this happens only when using the Unity plugin and targeting iOS. The reason I wasn't using test ads at the time was because the app was about to be released (I tested the release version on my iPad before uploading it to the App Store, just to make sure that everything worked like it should).

You see, before Apple had finished reviewing my app I spent _an entire day_ trying to figure out why the regular ads didn't want to work on iOS (while they did on Android). So it wasn't until the app got approved that I could see that there was actually nothing wrong with the code nor the plugin.

If it will always behave this way (before the app is accepted on the App Store) I think you should write that in the AdMob guide to inform other users about this as well, so they don't end up in the same position that I was in. :)

@Visual-Vincent @ravi2831 there shouldn't be any discrepancy in the behavior you see when making an ad request with a Unity app vs a standard iOS app if your bundle id is the same. I'm also unable to reproduce the behavior on my end. If you're able to capture network logs of the same ad placement (with identical bundle id) filling with a standard iOS app but failing to do so with Unity, it would help me investigate.

Ps the guides will be updated to reflect fill rates will be affected for apps not on the app store.

@rampara I've tried, but I've been unable to reroute AdMob's network traffic from my iPad to my computer. Sorry.

Good thing about the guides though!

@Visual-Vincent keeping this issue open while the discrepancy in behavior between Unity apps and a standard iOS app is investigated.

Thanks Rampara ,
i'll create log and share with you .

@ravi2831 will continue digging into this once you're able to provide a log.

@rampara any update on this, I am facing the exact same problem and the ads did appear 4 hours after I release the game to app store.
Also I tried to use the same Ad unit on a native iOS app and it worked perfectly.

@Andro-Samurai is this issue resolved for you now?

Hello there, i have go threw the conversations and get that without release my app , i am not able to see my ads or i can not test my apps with ids (ad-unit-ids)

How can i am sure that when app is live then whatever configuration i did was right ? or my ads work well..

With your test ids everything is working fine as you guys are experts and very well you all know the flow for add ads but what about us who is not expertise and working or learning the Google ads integration ?

please conform me that without having app live i can not test my google ads ? or is there any other way we can do testing with our ads.

Please help we as i am also create meditation , campaign ads , apps etc and test for my ads with ad unit id and getting error "No Ads found".

Please help me to check the way.

Help wil be appriciated

@AnitaVPN I would recommend you use test ad units during the development process as apps that have not yet been published may not receive any ad fill.

i am having the same problem.

my 3 apps have been released two days ago and my admob ads do not show up.

when i use test-ad ids, i do see test banners when building to my test device. when i use the correct ad-ids, no admob ads show up.

i still can not connect my app in the admob settings, they say that this take a few days until a published app shows up in the app search when trying to connect.

my ad requests do show up in my admob reports. but the fillrate is zero. and no ad is showing when i or other users download and open the app.

what is causing this? is there really such a long delay from moment of publishing until admob ads do get displayed?

i am not having a problem with other adnetworks like unity-ads or chartboost. these ads do get loaded, also when building to a test device.

hope somebody can help to make it more understandable

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