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AdMob Interstitial Ad Not Working on iOS #6407

Closed am-brick closed 1 year ago

am-brick commented 1 year ago

Problem description

I have implemented MobileAds plugin to my game in Construct3 for iOS platform and live interstitial ads do NOT appear on physical device.

Attach a .c3p

BrokenAppleAds.zip

Steps to reproduce

  1. Click play button
  2. Wait for game over layout
  3. Function is called to show interstitial ad on game over layout

Observed result

Nothing happens.

Expected result

An interstitial ad should have been shown to the user.

More details

The odd thing is the ads work in Xcode device simulator with both Test option ON and OFF (I checked both)

However, after having submitted my game successfully on the Apple App Store and trying to play the game on my own device, no ads were showing.

Affected platform is iOS, I personally tested on iPad and iPhone

The game that I published can be found here and you can see that AdMob ads are not working: https://apps.apple.com/ca/app/apple-store/id1662296901

Using version r317.2 of Construct 3

System details

Platform information Product: Construct 3 r317.2 (stable) Browser: Edge 109.0.1518.55 Browser engine: Chromium Context: browser Operating system: Windows 11 Device type: desktop Device pixel ratio: 1 Logical CPU cores: 12 Approx. device memory: 8 GB User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/109.0.0.0 Safari/537.36 Edg/109.0.1518.55 Language setting: en-US

Local storage Storage quota (approx): 1.1 tb Storage usage (approx): 1.2 gb (0.1%) Persistant storage: No

Browser support notes This list contains missing features that are not required, but could improve performance or user experience if supported.

Nothing is missing. Everything is OK! WebGL information Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium) Numeric version: 2 Supports NPOT textures: yes Supports GPU profiling: yes Supports highp precision: yes Vendor: Google Inc. (NVIDIA) Renderer: ANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Direct3D11 vs_5_0 ps_5_0, D3D11) Major performance caveat: no Maximum texture size: 16384 Point size range: 1 to 1024 Extensions:

EXT_color_buffer_float EXT_color_buffer_half_float EXT_disjoint_timer_query_webgl2 EXT_float_blend EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic EXT_texture_norm16 KHR_parallel_shader_compile OES_draw_buffers_indexed OES_texture_float_linear WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context WEBGL_multi_draw OVR_multiview2 Audio information System sample rate: 48000 Hz Output channels: 2 Output interpretation: speakers Supported decode formats:

WebM Opus (audio/webm; codecs=opus) Ogg Opus (audio/ogg; codecs=opus) WebM Vorbis (audio/webm; codecs=vorbis) Ogg Vorbis (audio/ogg; codecs=vorbis) MPEG-4 AAC (audio/mp4; codecs=mp4a.40.5) MP3 (audio/mpeg) FLAC (audio/flac) PCM WAV (audio/wav; codecs=1) Supported encode formats:

WebM Opus (audio/webm; codecs=opus) Video information Supported decode formats:

WebM AV1 (video/webm; codecs=av01.0.00M.08) MP4 AV1 (video/mp4; codecs=av01.0.00M.08) WebM VP9 (video/webm; codecs=vp9) WebM VP8 (video/webm; codecs=vp8) Ogg Theora (video/ogg; codecs=theora) H.264 (video/mp4; codecs=avc1.42E01E) Supported encode formats:

WebM VP9 (video/webm; codecs=vp9) WebM VP8 (video/webm; codecs=vp8)

AshleyScirra commented 1 year ago

Are you sure your events are correct and that ads are correctly configured? As far as I'm aware it's working for everyone else, and we have not made any significant changes to mobile ads for months, and given we've had no other reports over that whole time period, I'd assume it's working for everyone else. Meanwhile such issues are very commonly event or configuration problems, and it's usually difficult for us to reproduce issues, as it depends on your mobile advert configuration, which is under your control and not something we can easily see or verify as we don't have access to your account.

I'd suggest as a starting point at least adding some debug messages (either log to the console or show on-screen) to verify your events really are working as intended, to rule out things like a mistake in your events meaning it is not actually attempting to show an ad. Also make sure you handle all failure/error triggers in Mobile Advert, since your project does not appear to attempt to handle any of those, and if they are triggering they may indicate a problem with your configuration.

am-brick commented 1 year ago

But I've tested the ads in Xcode device simulator and they were working fine. How is it possible that they are working in the device simulator but not in an actual device? Is it because of the IDFA not being configured properly? Thanks for replying.

EDIT: I will consult with someone else to check for coding errors in my project from a third-party and let you know if it is fixed or not.

am-brick commented 1 year ago

You were right, it was an issue with MobileAdvert not being implemented correctly as well as missing IDFA message setup in AdMob. Thanks.