One line code(or blueprint) Integrates Google AdMod and other ad networks for iOS & Android.
EZ Mobile Ads help you easy integrates multiple ad networks for your game both Android and IOS same code, By use multiple ad networks, it will help you maximize fill rate and increase monetization. All features are available in C++ and Blueprint. this plugin automatic process ads reload and other detail, so you can easy use just call when you need.
★ for people only use admob+unity+vungle+chartboost on android and ios, you can use this plugin on market(will more easy to use and package): https://www.unrealengine.com/marketplace/en-US/slug/ada7fb755f4541a685b497b6de0d0163
★ 4 best game ad networks supported (more coming soon).
★ all ad networks can enable and disable in editor setting.
★ extremely easy integrates just one line c++ code or blueprint for both IOS and Android. plugin automatic process ads reload and other detail.
★ supoort unreal engine 4 4.21 4.22, 4.23(you can found 4.19 and 4.20 support on branch 4.19 and 4.20).
★ support via e-mail feixuwu@outlook.com
★ Android
★ IOS
★ Banner(Admob,Facebook Audience)
★ Interstitial (text, picture, video)(Admob, ChartBoost,Facebook Audience)
★ Reward Video(Admob, Unity, ChartBoost,Facebook Audience )
★ AdMob(Banner, Interstitial, Rewarded Video)
★ ChartBoost(Interstitial, Rewarded Video)
★ Unity(Rewarded Video)
★ Facebook Audience(Banner, Interstitial, Rewarded Video)
Watch this video to learn how to use the plugin
1、Please first confirm you installed Visual Studio 2015 or 2017, and installed c++ compile support.
2、If your project is a pure blueprint project, please add an empty c++ class to the project, or else the plugin may not be compiled.
3、Copy Plugins folder to your project root folder, double click to open your game project as usual, the engine will notify you to compile the plugin, confirm to compile the plugin, wait several minutes(3-5), the editor will lauched. If there is any problem(UBT is complicate, and some bugs), please contact me let me help you to fix it.
you can simply run the demo project for test, to integrates your own project, juse few steps:
1.Copy Plugins folder to your project and compile the editor.
2.if you package for android, change the minimum sdk version to 15.
3.Want Unity Ads? easy!! open project editor and find Unity Setting, fill your application id for both Android and IOS.
4.In blueprint Editor, when you want show show the ads, just call function "PlayRewardedVideo", setting the ad platform Unity . you can add custom event to process after user complete watched the ads video.
5.Important:Remember that admob rewarded video does not have fill rate on adnroid in most region, this is not a bug, so I suggest people switch to this plugin advance version: https://github.com/feixuwu/UnrealEngine4-Admob, try both have same API, it support admob mediation, so you can add thirdparty ad network dynamic on the google admob webpage.
★ Want reward player with confiure coins from chartBoost?
★ Want maximize fill rate and increase monetization?
Email:feixuwu@outlook.com Remote Assistance with teamviewer
You can use it free, and I will share 2% ads traffic.
if u use remote build to package for ios, it should works fine. but if u launch the engine on mac and package for ios, it will fail, this is a bug of UBT on mac, the solution is run the command as root:
ln -s /Users/Shared/Epic\ Games/ /Users/Shared/EpicGames
There's a lot of reasons why admob not show correctly,you can install the admob test apk from https://github.com/feixuwu/UnrealEngine4-EZ-Mobile-Ads/blob/master/AdmobHelpApk/AdmobTest.apk this apk use google official test ad unit, if it works, then the admob is working and the plugin is working correct, you may need check your admob account or wait some time to let ad unit active(if the ad unit is new created).
to show Admob rewarded video, your phone need have google service installed, some device removed all google service,then the rewarded video may not show correct.
here is the offical test ad unit which I copy from https://github.com/googleads/googleads-mobile-android-examples
you can change the admob setting to use this test ad unit to check if the plugin works on your game.
Android: appid:ca-app-pub-3940256099942544~3347511713
banner:ca-app-pub-3940256099942544/6300978111
interstitial:ca-app-pub-3940256099942544/1033173712
rewarded video:ca-app-pub-3940256099942544/5224354917
IOS: appid:ca-app-pub-3940256099942544~1458002511
banner:ca-app-pub-3940256099942544/2934735716
interstitial:ca-app-pub-3940256099942544/4411468910
rewarded video:ca-app-pub-3940256099942544/1712485313
there's a blueprint function SetCurrentPlacement can set placement in runtime for unity ads. after call SetCurrentPlacement, all the Unity ads's check and play function will works on the new placement.
Yes, of course you can, use this plugin, you don't have to have C++ knowlege, and don't need recompile the all engine.
But you need to have visualstudio or xcode can build C++ code, just put the plugins folder under you project root folder,
then double click the uproject file as usual, after several minutes(3-5), the editor will launch.
★ If I use in project with engine version 4.17, it will remind me the plugin is not compatible with engine, is there compatible problem?
No, after do some debug and read 4.17 source, I found it's the engine bug, all the plugin without binary will get the warning. There's a engine bug report here: https://issues.unrealengine.com/issue/UE-49007
So after the engine remind you if disable the plugin, click no, and then confirm to build the plugin, next time to start the project, the warning will dissappear.