Should iads close between scenes?
paulitsme
Member Posts: 109
Hi,
I have just upgraded to pro and started using iads. I have it working but sometimes it closes when I change scenes and other times it stays open between scenes. I am just using the simulator at the moment but does anyone know how it behaves in actual builds?
I have just upgraded to pro and started using iads. I have it working but sometimes it closes when I change scenes and other times it stays open between scenes. I am just using the simulator at the moment but does anyone know how it behaves in actual builds?
Comments
Maybe one day things will work.
QUOTE
"This behavior can also be placed inside Timers or Rules in order to control the display, duration, and triggers for iAds."
The only way I have to handle this is to place the iAd in a rule where an attribute is a specific value (create an attribute called "showiAd", then place the iAd behavior inside a rule that checks that attribute showiAd = true. Then when you toggle showiAd true/false your ad will appear or disappear, theoretically. Then change the value of showiAd when changing scenes. I haven't tried this to see if it actually works, but as far as I can tell it should.
It actually would be really nice if there was a behavior to hide the iAd too.. that way we could invoke a "show" and "hide" separately. Maybe it's unnecessary, I haven't tested the limits or quirks completely yet.
On another game I'm working on, iads seems to do what I tell it. When the actor holding iads dies, iads is killed too, but this game only has one scene and the same technique doesn't work on the multi-scene game.
- iads continues running between scenes unlike any other behaviour
- If you destroy the actor containing iads by changing an attribute, iads stays open
- If the actor is destroyed by a touch, then iads is destroyed too
It's clearly a bug that needs addressing.