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Notification Scheduler Plugin allows scheduling of local notifications on the iOS platform.

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iOS Admob Plugin

Enables AdMob functionality on Godot apps that are exported to the iOS platform and allows displaying of Admob ads.

For Android version, visit https://github.com/cengiz-pz/godot-android-admob-plugin .

Prerequisites

Follow instructions on the following page to prepare for iOS export:

Create an AdMob account at the following link:

Installation

Before installing this plugin, make sure to uninstall any previous versions of the same plugin.

If installing both iOS and Android versions of the plugin in the same project, then make sure that both versions use the same addon interface version.

There are 2 ways to install the Admob plugin into your project:

  • Through the Godot Editor's AssetLib
  • Manually by downloading archives from Github

Installing via AssetLib

Steps:

  • search for and select the Admob plugin in Godot Editor
  • click Download button
  • on the installation dialog...
    • keep Change Install Folder setting pointing to your project's root directory
    • keep Ignore asset root checkbox checked
    • click Install button
  • enable the addon via the Plugins tab of Project->Project Settings... menu, in the Godot Editor
  • enable the plugin via the iOS section of Project->Export... menu, in the Godot Editor

Installing both iOS and Android versions of the plugin in the same project

When installing via AssetLib, the installer may display a warning that states "[x number of] files conflict with your project and won't be installed." You can ignore this warning since both versions use the same addon code.

Installing manually

Steps:

  • download release archive from Github
  • unzip the release archive
  • copy to your Godot project's root directory
  • enable the addon via the Plugins tab of Project->Project Settings... menu, in the Godot Editor
  • enable the plugin via the iOS section of Project->Export... menu, in the Godot Editor

App Tracking Transparency

App Tracking Transparency, or ATT for short, is Apple's opt-in privacy framework that requires all iOS apps to ask users for permission to share their data. This is done in the form of a popup where users can either consent or deny tracking.

  • To enable ATT in your app
    • Enter a descriptive text that will be displayed on the ATT dialog in your Admob node's att_textfield.
    • Call Admob node's request_tracking_authorization() method.
    • Handle Admob node's tracking_authorization_granted and tracking_authorization_denied signals.
  • If the user initially rejects the tracking request, then later on you can check if the user changed their mind and allow them to change their decision by opening the system app settings using the Admob node's open_app_settings() method.

Usage

  • Add Admob node to your main scene and populate the ID fields of the node

    • Debug IDs will only be used when your Godot app is run in debug mode
    • Real IDs will only be used when the is_real field of the node is set to true
  • register listeners for one or more of the following signals of the Admob node:

    • initialization_completed(status_data: InitializationStatus)
    • banner_ad_loaded(ad_id: String)
    • banner_ad_failed_to_load(ad_id: String, error_data: LoadAdError)
    • banner_ad_refreshed(ad_id: String)
    • banner_ad_clicked(ad_id: String)
    • banner_ad_impression(ad_id: String)
    • banner_ad_opened(ad_id: String)
    • banner_ad_closed(ad_id: String)
    • interstitial_ad_loaded(ad_id: String)
    • interstitial_ad_failed_to_load(ad_id: String, error_data: LoadAdError)
    • interstitial_ad_refreshed(ad_id: String)
    • interstitial_ad_impression(ad_id: String)
    • interstitial_ad_clicked(ad_id: String)
    • interstitial_ad_showed_full_screen_content(ad_id: String)
    • interstitial_ad_failed_to_show_full_screen_content(ad_id: String, error_data: AdError)
    • interstitial_ad_dismissed_full_screen_content(ad_id: String)
    • rewarded_ad_loaded(ad_id: String)
    • rewarded_ad_failed_to_load(ad_id: String, error_data: LoadAdError)
    • rewarded_ad_impression(ad_id: String)
    • rewarded_ad_clicked(ad_id: String)
    • rewarded_ad_showed_full_screen_content(ad_id: String)
    • rewarded_ad_failed_to_show_full_screen_content(ad_id: String, error_data: AdError)
    • rewarded_ad_dismissed_full_screen_content(ad_id: String)
    • rewarded_ad_user_earned_reward(ad_id: String, reward_data: RewardItem)
    • rewarded_interstitial_ad_loaded(ad_id: String)
    • rewarded_interstitial_ad_failed_to_load(ad_id: String, error_data: LoadAdError)
    • rewarded_interstitial_ad_impression(ad_id: String)
    • rewarded_interstitial_ad_clicked(ad_id: String)
    • rewarded_interstitial_ad_showed_full_screen_content(ad_id: String)
    • rewarded_interstitial_ad_failed_to_show_full_screen_content(ad_id: String, error_data: AdError)
    • rewarded_interstitial_ad_dismissed_full_screen_content(ad_id: String)
    • rewarded_interstitial_ad_user_earned_reward(ad_id: String, reward_data: RewardItem)
    • consent_form_loaded
    • consent_form_dismissed(error_data: FormError)
    • consent_form_failed_to_load(error_data: FormError)
    • consent_info_updated
    • consent_info_update_failed(error_data: FormError)
    • tracking_authorization_granted
    • tracking_authorization_denied
  • initialize the plugin

    • call the initialize() method of the Admob node
    • wait for the initialization_completed signal
  • use one or more of the following load_*() methods to load ads from the Admob node:

    • load_banner_ad(ad_request: LoadAdRequest)
    • load_interstitia_adl(ad_request: LoadAdRequest)
    • load_rewarded_ad(ad_request: LoadAdRequest)
    • load_rewarded_interstitial_ad(ad_request: LoadAdRequest)
  • the Admob node will emit the following signals once ads have been loaded or failed to load:

    • banner_ad_loaded(ad_id: String)
    • banner_ad_failed_to_load(ad_id: String, error_data: LoadAdError)
    • interstitial_ad_loaded(ad_id: String)
    • interstitial_ad_failed_to_load(ad_id: String, error_data: LoadAdError)
    • rewarded_ad_loaded(ad_id: String)
    • rewarded_ad_failed_to_load(ad_id: String, error_data: LoadAdError)
    • rewarded_interstitial_ad_loaded(ad_id: String)
    • rewarded_interstitial_ad_failed_to_load(ad_id: String, error_data: LoadAdError)
  • once ads have been loaded, call corresponding show_*() method from the Admob node with the ad_id received:

    • show_banner_ad(ad_id: String)
    • show_interstitial_ad(ad_id: String)
    • show_rewarded_ad(ad_id: String)
    • show_rewarded_interstitial_ad(ad_id: String)

iOS Export

iOS export requires several configuration settings.

File-based Export Configuration

In order to enable file-based export configuration, an export.cfg file should be placed in the addons/AdmobPlugin directory with the file contents formatted as in the example below:

[General]
is_real = false

[Debug]
app_id = "ca-app-pub-3940256099942544~3347511713"

[Release]
app_id = "ca-app-pub-3940256099942544~3347511713"

[ATT]
att_enabled = true
att_text = "My ATT text."

The is_real and app_id configuration items are mandatory and if not found in the export.cfg file, then the plugin will fall back to node-based configuration.

Node-based Export Configuration

If export.cfg file is not found or file-based configuration fails, then the plugin will attempt to load node-based configuration.

During iOS export, the plugin searches for an Admob node in the scene that is open in the Godot Editor. If not found, then the plugin searches for an Admob node in the project's main scene. Therefore;

  • Make sure that the scene that contains the Admob node is selected in the Godot Editor when building and exporting for iOS, or
  • Make sure that your Godot project's main scene contains an Admob node

Troubleshooting

Missing APP ID

If your game crashes due to missing APP ID, then make sure that you enter your Admob APP ID in the Admob node and pay attention to the iOS Export section.

XCode logs

XCode logs are one of the best tools for troubleshooting unexpected behavior. View XCode logs while running your game to troubleshoot any issues.

Troubleshooting guide

Refer to Godot's Troubleshooting Guide.




Credits

Developed by Cengiz

Based on Godot iOS Plugin Template

Original repository: Godot iOS Admob Plugin




Contribution

This section provides information on how to build the plugin for contributors.



Prerequisites



Build

  • Run ./script/build.sh -A <godot version> initially to run a full build
  • Run ./script/build.sh -cgA <godot version> to clean, redownload Godot, and rebuild
  • Run ./script/build.sh -ca to clean and build without redownloading Godot
  • Run ./script/build.sh -h for more information on the build script


Git addon submodule

Creating

  • git submodule add -b main --force --name addon https://github.com/cengiz-pz/godot-admob-addon.git addon

Updating

  • Remove addon directory
  • Run git submodule update --remote --merge


Libraries

Library archives will be created in the bin/release directory.




All Plugins

Plugin Android iOS
Notification Scheduler https://github.com/cengiz-pz/godot-android-notification-scheduler-plugin https://github.com/cengiz-pz/godot-ios-notification-scheduler-plugin
Admob https://github.com/cengiz-pz/godot-android-admob-plugin https://github.com/cengiz-pz/godot-ios-admob-plugin
Deeplink https://github.com/cengiz-pz/godot-android-deeplink-plugin https://github.com/cengiz-pz/godot-ios-deeplink-plugin
Share https://github.com/cengiz-pz/godot-android-share-plugin https://github.com/cengiz-pz/godot-ios-share-plugin
In-App Review https://github.com/cengiz-pz/godot-android-inapp-review-plugin https://github.com/cengiz-pz/godot-ios-inapp-review-plugin

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Notification Scheduler Plugin allows scheduling of local notifications on the iOS platform.

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