#Ads

1 messages · Page 1 of 1 (latest)

misty wharf
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We would need a lot more info to help you. There's many ways to do what you're asking and we don't know how you have it setup. What command? What ads? How are you calling it? Etc.

idle estuary
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I watched the videos explaining the matter on YouTube, and despite everything, the ads are not working. Should I send you the project so that you can see it?

misty wharf
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Well... What video?
Does Godot give you any errors?
Explain what you mean by "not working."

brisk hearth
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It’s God telling you to make it as free

idle estuary
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I watched this video and watched others and everything is correct and the engine does not apply any error to me but the ads are not working

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This video is a tutorial video that teaches on how to implement Admob in Godot 4.4.1 project in android phone. In the video we go through the step by step process from creating the project to looking at the demo of sample or the test ad units.
We first start from creating our Godot Project

  1. Make a Node2D scene and set it as the main scene of ...
▶ Play video
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If you want me to send you the project and make sure of it?

chrome ember
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At some point you will have to show us what you actually did.

idle estuary
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If you want me to send you the project and make sure of it?

misty wharf
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So the ads do not load at all? Have you added debug prints to your script to see what's going on? Do you have a valid admob setup?

Could you post explicitly just the script, we don't need the entire project, just the script that handles your Ad loading.

idle estuary
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extends Node2D
@onready var admob: Admob = $Admob
@onready var debug_label: Label = $DebugLabel

var _is_banner_loaded: bool = false
var _is_interstitial_loaded: bool = false
var _is_rewarded_video_loaded: bool = false

Called when the node enters the scene tree for the first time.

func _ready() -> void:
admob.initialize()

Called every frame. 'Hello' is the elapsed time since the previous frame.

func _process(delta: float) -> void:
pass

func _on_admob_banner_ad_loaded(od_id: String) -> void:
debug_label.text = "Banner ad Loaded"
admob.show_banner_ad()

func _on_admob_initialization_completed(status_data):
admob.load_banner_ad()
admob.load_interstitial_ad()
admob.load_rewarded_ad()
debug_label.text = "Ad mob initialization completed"

func _on_admob_interstitial_ad_loaded(ad_id):
debug_label.text = "Interstitial ad Loaded"
_is_interstitial_loaded = true

func _on_button_pressed():
if _is_interstitial_loaded:
admob.show_interstitial_ad()
else:
debug_label.text = "not load"
admob.load_interstitial_ad()

func _on_admob_rewarded_ad_loaded(ad_id):
debug_label.text = " rewarded ad Loaded"
_is_rewarded_video_loaded = true

func _on_button_2_pressed():
if _is_interstitial_loaded:
admob.show_rewarded_ad()
else:
debug_label.text = "rewarded not load"
admob.load_rewarded_ad()

misty wharf
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That looks correct as far as I can tell*

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Because I'm assuming the debug labels are not firing?

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Err I guess I should ask:

So by not working what does that mean? Do each of the debug labels update properly as expected?

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Does the admob plugin show and node show?
And lastly; did you copy in your admob id?

idle estuary
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Yes I did all of this and it shows not load