iADS optimization
Cee3pee0
Member, PRO Posts: 194
Hi, im new to the Pro upgrade and iAds. Can anyone tell me what the ideal way to use them is. I have them on separate actors that are alpha=0 on the front of the layer. Do they work better if you destroy and re-spawn them? I have the test ads showing up on the viewer on the computer but they dont show on the viewer on my iphone 4 is this normal? Also one that i have shows up on the bottom even tho i have it clearly marked top. And I have one showing up in a scene that shouldnt be. I'm wondering if these bugs are going to carry over to the published version?
Any help appreciated! thanks!
Any help appreciated! thanks!
Comments
In my "Dood Jump" game I have an ad-control actor that gets spawned every 30 seconds, and destroys itself after 25 seconds.
The more requests you generate, the more impressions you will get (Mine are averaging 3% at the mo
3% of 10,000 requests is obviously more than 3% of 2000 requests
Not had the prob you mention about showing in the wrong slot, but there seems to be a bug in the creator, when you preview, it sometimes carries onto the next scene.
GS Viewier (on the phone) does not show iAds. At least not in its current incarnation.
Ad Hoc/Development builds and Release builds on iPhone or iPod Touch display either a test or real iAd (depending on the mode your game is in in iTunes Connect). Real iAds are opaque (you can't see through them) and when you click a test iAd it will open a full-screen "it's working" sort of page to give you an idea of how a real ad will function.
In my experience, even after my game has switched to "Live" iAds mode in iTunes Connect my development device still receives test iAds.