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AdMob

This is the light version of the AdMob module for Godot Engine

  • Android & iOS
  • Banner
  • Interstitial
  • Rewarded Video

For templates and examples, see the full module.

How to use

Android

Clone into the "modules" directory on the Godot source.

Recompile android export template (For documentation: http://docs.godotengine.org/en/latest/reference/compiling_for_android.html#compiling-export-templates).

In Example project goto Export > Target > Android:

Options:
	Custom Package:
		- place your apk from build
	Permissions on:
		- Access Network State
		- Internet

iOS

Configuring your game

Android

To enable the module on Android, add the path to the module to the "modules" property on the [android] section of your engine.cfg file (Godot 2) or project.godot (Godot 3). It should look like this:

[android]
modules="org/godotengine/godot/GodotAdMob"

If you have more separate by comma.

iOS

Follow the exporting to iOS official documentation.

Godot 2

Just make sure you're using your custom template (compiled in the previous step), for that rename it to "godot_opt.iphone" and replace the file with same name inside the Xcode project.

Godot 3

  • Export your project from Godot, it'll create an Xcode project;
  • Copy the library (.a) you have compiled following the official documentation inside the exported Xcode project. You must override the 'your_project_name.a' file with this file.
  • Copy the GoogleMobileAds.framwork inside the exported Xcode project folder and link it using the "Link Binary with Libraries" option;
  • Add the following frameworks to the project:
    • StoreKit
    • GameKit
    • CoreVideo
    • AdSupport
    • MessageUI
    • CoreTelephony
    • CFNetwork
    • MobileCoreServices

API Reference (Android & iOS)

The following methods are available:

# Init AdMob
# @param bool isReal Show real ad or test ad
# @param int instance_id The instance id from Godot (get_instance_ID())
init(isReal, instance_id)

# Banner Methods
# --------------

# Load Banner Ads (and show inmediatly)
# @param String id The banner unit id
# @param boolean isTop Show the banner on top or bottom
loadBanner(id, isTop)

# Show the banner
showBanner()

# Hide the banner
hideBanner()

# Resize the banner (when orientation change for example)
resize()

# Get the Banner width
# @return int Banner width
getBannerWidth()

# Get the Banner height
# @return int Banner height
getBannerHeight()

# Callback on ad loaded (Banner)
_on_admob_ad_loaded()

# Callback on ad network error (Banner)
_on_admob_network_error()

# Interstitial Methods
# --------------------

# Load Interstitial Ads
# @param String id The interstitial unit id
loadInterstitial(id)

# Show the interstitial ad
showInterstitial()

# Callback for interstitial ad fail on load
_on_interstitial_not_loaded()

# Callback for interstitial loaded
_on_interstitial_loaded

# Callback for insterstitial ad close action
_on_interstitial_close()

# Rewarded Videos Methods
# -----------------------

# Load rewarded videos ads
# @param String id The rewarded video unit id
loadRewardedVideo(id)

# Show the rewarded video ad
showRewardedVideo()

# Callback for rewarded video ad left application
_on_rewarded_video_ad_left_application()

# Callback for rewarded video ad closed 
_on_rewarded_video_ad_closed()

# Callback for rewarded video ad failed to load
# @param int errorCode the code of error
_on_rewarded_video_ad_failed_to_load(errorCode)

# Callback for rewarded video ad loaded
_on_rewarded_video_ad_loaded()

# Callback for rewarded video ad opened
_on_rewarded_video_ad_opened()

# Callback for rewarded video ad reward user
# @param String currency The reward item description, ex: coin
# @param int amount The reward item amount
_on_rewarded(currency, amount)

# Callback for rewarded video ad started do play
_on_rewarded_video_started()

Troubleshoot

Using the Xcode debug console for iOS and logcat for Android is the best way to troubleshoot most issues. You can filter Godot only messages with logcat using the command: adb logcat -s godot

ERROR_CODE_NO_FILL is a common issue with Admob, but out of the scope to this module. Here's the description on the API page: ERROR_CODE_NO_FILL: The ad request was successful, but no ad was returned due to lack of ad inventory.

References

Based on the work of:

License

MIT license

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Module Admob for Godot engine

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