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iOS Compilation is not working, Error: (modules/admob/ios/src/AdmobBanner.h:1:9:(1:9-1:42): fatal error. 'GoogleMobileAdsGADBannerView.h' file not found [1]) #87
Comments
Did you did this step?
Well, I'm afraid you'll get other issues as this module will not work with newer versions of Google Mobile Ads SDK. I don't have a Mac and I'm unable to update it. We need help from the community, but it seems like there's no much people developing to iOS on the Godot community. |
pt-BR:
Eu consigo exportar, o problema é que eu preciso de 2 arquivos que vão surgir após eu efetuar a compilação para iOS
Eu não consigo baixar a versão (7.41.0), não existe nenhum lugar da internet que dê pra baixar essa versão, eu acho que a Kloder deveria colocar uma área para baixar essa versão, mas talvez isso vá contra os termos de serviço da Google, se alguém tiver essa versão e puder disponibilizar, eu ficarei bastante agradecido. en-US:
I can export, the problem is that I need 2 files that will come up after I compile for iOS
I can not download the version (7.41.0), there is no place on the internet to download this version, I think Kloder should put an area to download this version, but maybe this goes against Google's terms of service , if anyone has this version and can make it available, I will be very grateful. |
Hello, I downloaded the version 7.41.0 of the Google Mobile SDK through CocoaPods, so the error continues, does anyone have a solution? |
Did you do this?
|
I found a solution, here's my best attempt at making steps.
I think the problem with the instructions, well at least for me, was that linking it is okay for exporting but for compiling there is no way of linking it until you actually put it in the frameworks folder. Idk this was just how I solved my problem and hopefully it helps somebody who doesn't get the instructions too. |
Hi @GhostWalker562 and @Shin-NiL I tried what you asked to do and managed to compile by running all the commands from here (http://docs.godotengine.org/en/stable/development/compiling/compiling_for_ios.html), but couldn't run the last one command "scons p=iphone tools=no target=release arch=x86_64" gave the same error when I ran this command I mentioned above, but this file is for simulators only, so no problem. But fortunately I was able to successfully compile this file (godot.iphone.opt.universal.a), done that, I replaced the project ".a" file with this generated file and asked to run it on my iPhone X, but when the game ran, the game closed and no longer opens, and the following erode appeared in Xcode: Ps: I linked all libraries, but the last library, I just found a file "sqlite3" (it wasn't with extension ".framework" (sorry for the delay in giving you feedback, I've been trying to fix it, but I've had no other success so far) |
@gustavottc If you're using the latest AdMob you may have to add your ID and link the flags. https://developers.google.com/admob/ios/quick-start On this page it will tell you all the other frameworks you need to put in your frameworks folder and aditionally configure your xCode manually, including adding the -ObjC and your GADApplicationIdentifier |
@GhostWalker562 , it works, but it only opens the ad once, if I open the interticial ad, it can't open anymore unless I restart the app, but on Android it's working normal any idea what it might be? |
@gustavottc I’m not sure, perhaps it’s because of the ad not being displayed when loaded again, or not loading it all a second time? An ad must be prepared and loses before it is displayed every time. If this is not the problem then I am not sure. That was my problem but I fixed it and it works fine for me. |
@GhostWalker562 could you please give me an example of code? |
`func _on_interstitial_loaded(): func loadInterstitial(): I called loadInterstitial() when I need to load an ad, and when it's done loading I would show it. @gustavottc |
This issue should be fixed now. Can somebody test the last commit? |
Hi, @GhostWalker562 and @Shin-NiL , these functions works. But, when i try to show an Interstitial AD and after that a Banner AD, it gives me this error "Multiple locks on web thread not allowed" i already tried to use hideBanner() or resize(), but doesn't work. |
@gustavottc this is a known issue and is updated into the README. Idk if they fixed the issue, but it could be found in issue #53 |
Alright, I'll close this issue since the initial issue has already been resolved and the issue I'm dealing with now is another Thank you so muh @GhostWalker562 and @Shin-NiL ! |
@gustavottc Hello there Gustavo, there's any way i can get some help from you about this issue, i'm facing pretty much the same trouble, but i'm not able to re-solve it. Let me know. |
@CompassDevs hello, tomorrow i will write a detailed tutorial how solve it, I'm busy now, but don't worry it's easy to solve |
@CompassDevs , sorry for delay, this is my answer:
I think it's it, if doesn't work, talk to me again. |
@gustavottc Thanks man, i'll give it a try this weekend. Before i do that i just confirm few doubts: All the steps to be done in a Mac operating system i assume, then Step 3: Shall i create a folder "modules" in the game folder of Godot and copy the admob Thanks PS: Se nao me engano voce e' brasileiro, se quiser podemos conversar em portugues. Obrigado irmao |
Sim, eu sou Brasileiro, mas eu prefiro falar em inglês mesmo, pois vai ajudar a outras pessoas que estiverem com o mesmo problema Step 3: The folder "modules" is already created, and it's not on your game folder project, it's on root of Godot Game Engine Source folder that you downloaded on step 1 |
@gustavottc Thanks bro. As per your answer on Step 3, i can't really find this folder, at least using Godot 3.1.1, is something that is created from the 3.1.2 version only? I'll give it a try. I guess this is the source of my issue then. I always thought this folder was in a different place. Thanks again, really appreciate your help |
So are you using 3.1.1? Then download the source here: https://downloads.tuxfamily.org/godotengine/3.1.1/godot-3.1.1-stable.tar.xz Then you will find this folder: Put the "admob" inside it, and it's it. You're welcome. |
@gustavottc hi, sorry to bother you, but I am doing all that you say And keep getting the same error and can’t find any tutorial. |
hey @martinpelli try to do this:
|
Yes that what I did. When I click show in finder it took me to the folder where I have my xcode project, and I puting there the folder downloded from this zip https://developers.google.com/admob/ios/download |
Solved, I was putting the sdk folder and is the content of the sdk what you have to put, thanks for your help and your time |
@gustavottc I done all succesfully but I can’t make the admob methods exists. I have to put something on the export template? If I have to put something there which file? Because I have like 10 files in the bin folder of godot |
The AdMob only works on a real device, are you testing in a iPhone or iPad? |
@gustavottc |
Oh, i think that i know what is going on. Are trying to use this module on iOS and the other Module on Android, and this can cause incompatibility. I created a new module that supports the new Android Plugin System and is compatible with iOS, so you can use for new Android and iOS will no problem, you can check here: https://github.com/Poing-Studios/GodotAdMob p.s: is still on beta, but works nicely |
So you can use the admob node to for example load an ad on ios? Or how you can acces to the admob methods, thanks @gustavottc |
Yes, to acess the AdMob methods you need to compile the Godot with the Admob module on modules/ folder |
@gustavottc |
After compile the Engine with the AdMob module, you need to pick the ".a" file that has generated and then you need to overwrite this ".a" with the ".a" of your exported project game |
You need to use AdMob.showRewardedVideo(), like: this is of example https://github.com/Poing-Studios/GodotAdMob |
@martinpelli You got it? |
I never saw this error, so strange, are you trying to test on a real device? like iPhone |
Yes, on iphone 8 plus, if I export it without the modules its run perfectly, when I change the “.a” file and add the frameworks I can’t install it. I don’t know if the problem comes from the frameworks (maybe I am adding something wrong) or from the “.a” file but I tried with every “.a” file from bin folder after recompiling |
Can you talk with me on Discord? I can help you with this more faster there, so, when we solve, we can put here what was the problem. Put this String on Add a Friend: "Gustavo Maciel / gustavottc#5069" |
I can´t jajaja everything goes wrong for me, with your it say "Failed to add friend", try with my :MartinPelli#9828 |
Apparently the problem was solved alone, we don't know why he gave the error, when he was trying to help @martinpelli, in the first attempt without doing anything, the game installed in his game and he managed to play |
Yesterday I discovered the problem, I have exactly 2 projects equals, one can been installed on my device an the other no, the only diference betwen the project that work was that in the export settings I have a different personal id (which worked without the module) so I don’t no why, it’s very weird but chnged it and worked, now I have a lot of crashes withe the module, I will try the solutions on the issues section. Thanks for your help offered @gustavottc |
Hi, quick question.. does this work with Mono? And I've got to this point: But it keeps giving me this error: Any help would be greatly appreciated. I've followed the above steps to a tee, but I just can't get it working. Thanks! |
What Godot version are you using? @brendonion |
3.2.3 |
@brendonion , i'm currently working on a new module for AdMob, check here: https://github.com/Poing-Studios/Godot-AdMob-Android-iOS i will try to make a build by 3.2.3 version for mono on this repository |
Awesome, thank you! |
Hey, I have the same error described in the title with Godor 3.2.3 and the most recent admob version 7.68.0:
I don't understand how the solution involving xcode should fix this, but I tried it anyway without luck. How do I get rid of the error? |
@Tobi-La are you using mono? |
Not intentionally, I tried building with
|
Okay, but you aren't using the mono version of godot, correct? And what version of godot are you using? The above repo |
I was using the "normal" version. But it seems I found my mistake: I was copying the GoogleMobileAds.xcframework instead of the GoogleMobileAds.framework. Seems they change that in the newest admob version, in the video tutorial he just copies all extracted files into the module folder. Thanks anyways for your help! |
OS target (Android/iOS):
iOS
Godot version:
3.0.6
Issue description:
Hello, I'm trying to compile the AdMob for iOS module (http://docs.godotengine.org/en/stable/development/compiling/compiling_for_ios.html).
I did everything that was requested but is giving this error:
Ps: the version of Google Mobile Ads SDK that I downloaded is the latest (7.44.0), I could not find the version 7.41.0
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