Open bertangokalp opened 1 year ago
Have you checked for any issues in logcat (Android Studio)? And are you sure the APPLICATION_ID is correct in your AndroidManifest + the BANNER_ID (or ID of the Ad Unit that you are using) is correct? It's easy to mix them up.
I was able to run Godot 3.5.2 with the plugin successfully.
I did have issues when setting the is_real in code (C#), since it will never change it to true. So you need to manually set it to true by default in the AdMob Node. I use a separate scene with the admob node loaded in. When _Ready is triggered, I check for the following: (osName == "Android" || osName == "iOS") && !OS.IsDebugBuild();
. If this condition passes, I run the load_banner function of the AdMob node
For 2 months, only test ads appear in my application, I searched all documents, it is true in isReal, but I couldn't find any results. Can anyone help? Godot Version: 3.5.1