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Thread: Universal Mobile Ads for iOS & Android

  1. #1
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    Cool Universal Mobile Ads for iOS & Android




    Universal Mobile Ads
    14 ad networks for iOS & Android + AdMob mediation system

    Universal Mobile Ads integrates the AdMob ad mediation system for iOS & Android which lets you serve ads to games from multiple sources. Mediation helps you maximize fill rate and increase monetization by sending ad requests to multiple networks to ensure you find the best available one to serve ads. Plugin supports 14 ad networks, of which some can be enabled or disabled in plugin settings. There are 3 ad formats available: Banner, Interstitial, and Rewarded Video. All features are available in C++ but also exposed to Blueprints. You can add callbacks which handle ads states like ad loaded, ad started, ad closed, etc.

    Required Unreal Engine 4.10 or above because of Android Plugin support!

    Current plugin version: 2.4.1
    User Guide: https://gamednastudio.com/plugins/docs/UniversalMobileAds_UserGuide.pdf


    Buy now on Sellfy (20% OFF): https://sellfy.com/p/V0sJ/
    Buy now on Marketplace: https://www.unrealengine.com/marketplace/universal-mobile-ads



    FEATURES:
    ★ 14 ad networks supported (more coming soon).
    ★ Some of these networks can be enabled or disabled in plugin settings.
    ★ Supported ad formats: Banner, Interstitial, Rewarded Video.
    ★ All features are exposed to Blueprints.
    ★ Supports gameDNA installer. No more downloading SDKs and creating packages on your own!
    ★ Out-of-the-box for mobile platforms: iOS & Android.
    ★ Works with Blueprint-only & source code projects.
    ★ Works with Launcher & GitHub UE4 versions.

    WHAT YOU GET:
    ★ Full source code available on GitHub private repo!
    ★ Compatible with iOS & Android (all-in-one)
    ★ Easy plugin setup
    ★ All future updates
    ★ Support via e-mail

    SUPPORTED AD NETWORKS:
    ★ Aarki
    ★ AdColony
    ★ AppLovin
    ★ Chartboost
    ★ CrossChannel
    ★ Facebook Audience Network
    ★ Flurry
    ★ Fyber
    ★ Google AdMob
    ★ InMobi
    ★ ONE by AOL
    ★ Smaato
    ★ Unity Ads
    ★ Vungle


    You can test this plugin in our mobile game CHASERS:




    You can download example project at the following address: https://github.com/gameDNAstudio/ExampleProjects


    Facebook: https://www.facebook.com/gameDNAstudio
    Twitter: https://twitter.com/gameDNAstudio



    Plugin trailer:













    Plugin requires a free account on AdMob mediation platform for support ad mediation.
    Last edited by gameDNA studio; 08-11-2017 at 07:55 PM.

  2. #2
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    Hey! This looks awesome and really hope it works well. People would definitely like this plugin for sure! Can't wait to use it as this would help a lot on so many mobile projects.

  3. #3
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    That is SO GREAT news!!! Thank you very much for the efforts, looks really cool and it is in deed very needed!! I can't help but wonder why this hasn't been solved in an official way before.
    I am currently developing my first android commercial release and without this I simply can't monetize it. I know about the AdMob support, but it doesn't support videoreward, which IMO is mandatory nowadays.

    Thanks and keep it up! Can't wait to try it!

    Best,
    Nomte

  4. #4
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    MUST HAVE FOR SERIOUS MOBILE DEVELOPERS .This plugin will solve the biggest defect U4 .
    Epic cant delay the publication of this plugin !!!!!!!!!!!!!!!

  5. #5

  6. #6
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    You're the man! Great can't wait to use it

  7. #7
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    well done !

  8. #8
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    Supported Ad Formats

    Universal Mobile Ads
    plugin supports 3 different ad formats: banners, interstitials and rewarded videos.

    1. Banner ad is a simple rectangular format which appear at the top or bottom of your game's screen.



    2. Interstitial ad provides full-screen experiences, commonly incorporating rich media to offer a higher level of interactivity than banner ads. Interstitials are typically shown during natural transitions in your game, such as on launch, after completing a level, or while your game is downloading content from the internet.



    3. Rewarded video ads are a great way to offer users an incentive to stay engaged in your game, while earning more ad revenue. The reward generally comes in the form of in-game currency (gold, coins, power-ups) and is distributed to the user after a successful video completion. It's recommended to placing rewarded video ads where your users are already engaging with in-app purchases or in locations where users may be seeking an in-app reward, such as the end of a game or at currency redemption points. Once your users have finished watching the video ad, you can designate the reward they will receive.



    Supported Ad Networks

    Not all networks are supported on both platforms and not all ad formats are available for specified networks. The table below shows which ad networks and which ad formats are supported on which platforms.
    Last edited by gameDNA studio; 07-22-2016 at 04:27 PM.

  9. #9
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    Awesome work you are doing. Keep it up!

  10. #10
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    So excited!

  11. #11
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    I LOVE YOU SO MUCH! omg! i'm excited about wanting to donate this beautiful work!

  12. #12
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    I'm still working on plugin. iOS part is finished but Android part is about 90% so a little more waiting to polish As I said before I should done before Christmas. I'd like to give you the best experience so please be patient

  13. #13
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    Can't wait! Please release this plugin

  14. #14
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    Supporter
    Join Date
    Oct 2014
    Posts
    2
    Awesome work! This is really needed. Appreciate your efforts

  15. #15
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    I kept my word and I've just released Universal Mobile Ads! I have submitted plugin to the Unreal Marketplace but until Epic accept my submission, you can buy it on Sellfy.
    If you have any questions, I can help you!

    Buy now with 25% off: https://sellfy.com/p/V0sJ/
    Promo code: UNREAL_IS_EPIC (expires by the end of 2015!)
    Last edited by gameDNA studio; 02-21-2017 at 04:48 PM.

  16. #16
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    Luminary
    Join Date
    Mar 2014
    Posts
    1,703
    Will this work on Fire TV?

  17. #17
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    Quote Originally Posted by HeadClot View Post
    Will this work on Fire TV?
    In general it works good in games for Amazon AppStore (smartphones, tablets) but I don't know if on Fire TV too because I don't have this device so I can't test it... Unfortunately I can't give you any guarantee that it works on Fire TV
    Last edited by gameDNA studio; 12-24-2015 at 09:44 PM.

  18. #18
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    Hi I'm trying to launch this on my android device (from the editor using launch command) - I'm pretty sure I followed the instructions. I'm using the 1.7 JDK installed from 4.10\Engine\Extras\AndroidWorks\Win64 android works 1r1

    LogPlayLevel: UnrealBuildTool: [javac] Compiling 344 source files to C:\projects\ZTA\Intermediate\Android\APK\bin\classes
    LogPlayLevel: UnrealBuildTool: [javac] C:\projects\ZTA\Intermediate\Android\APK\src\com\mopub\nativeads\MoPubRecyclerAdapter.java:65: error: diamond operator is not supported in -source 1.5
    LogPlayLevel: UnrealBuildTool: [javac] mViewPositionMap = new WeakHashMap<>();
    LogPlayLevel: UnrealBuildTool: [javac] ^
    LogPlayLevel: UnrealBuildTool: [javac] (use -source 7 or higher to enable diamond operator)
    LogPlayLevel: UnrealBuildTool: [javac] C:\projects\ZTA\Intermediate\Android\APK\src\com\mopub\nativeads\MoPubStreamAdPlacer.java:141: error: diamond operator is not supported in -source 1.5
    LogPlayLevel: UnrealBuildTool: [javac] mNativeAdMap = new WeakHashMap<>();
    LogPlayLevel: UnrealBuildTool: [javac] ^
    LogPlayLevel: UnrealBuildTool: [javac] (use -source 7 or higher to enable diamond operator)
    LogPlayLevel: UnrealBuildTool: [javac] 2 errors
    Any suggestions on what I should do?

  19. #19
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    Quote Originally Posted by BPANDREW View Post
    Hi I'm trying to launch this on my android device (from the editor using launch command) - I'm pretty sure I followed the instructions. I'm using the 1.7 JDK installed from 4.10\Engine\Extras\AndroidWorks\Win64 android works 1r1

    Any suggestions on what I should do?

    Please open build.xml file at location C:/NVPACK/android-sdk-windows/tools/ant/build.xml (or equivalent AndroidWorks installation path for you).

    Find lines:
    Code:
        <property name="java.target" value="1.5" />
        <property name="java.source" value="1.5" />
    and change to:
    Code:
        <property name="java.target" value="7" />
        <property name="java.source" value="7" />
    Please let me know if it works

  20. #20
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    making the above build.xml changes + enabling EVERY provider worked for me. I wanted to only do admob + unity videos, that created some kind of dependency issue in the java build.

    Thank you for helping me over the holidays & also very sorry for bothering you during them

  21. #21
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    Thanks for the release, and happy holidays.

    Marketplace Link: https://goo.gl/GGdV9m
    twitter.com/tzenku | tzenku.com

  22. #22
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    Quote Originally Posted by BPANDREW View Post
    making the above build.xml changes + enabling EVERY provider worked for me. I wanted to only do admob + unity videos, that created some kind of dependency issue in the java build.

    Thank you for helping me over the holidays & also very sorry for bothering you during them
    Ohh, it's probably a little bug. I'll fix this after holidays and you will be able to select ad networks which you want to use
    Last edited by gameDNA studio; 12-26-2015 at 08:57 AM.

  23. #23
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    Thanks for the release! You the best!

  24. #24
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    Hi , you did greate epic thing to me and other peopole, good. I definitly will buy this plugin, keep updating pls . lol.

  25. #25
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    Wow! Great work! We've been waiting for a plugin to provide video ads for months! Instant purchase for us

  26. #26
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    Could you confirm if I purchase this through Sellfy that I will get all future updates, similarily with your google analytics plugin. Thanks

  27. #27
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    Quote Originally Posted by darinsmyth View Post
    Could you confirm if I purchase this through Sellfy that I will get all future updates, similarily with your google analytics plugin. Thanks
    Yes, all future updates are included in Sellfy purchases :-)

  28. #28
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    Quote Originally Posted by gameDNA studio View Post
    Yes, all future updates are included in Sellfy purchases :-)
    That's great thank you for clarifying that, purchase made

  29. #29
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    Just an update to say after a bit of tinkering (i had some sdk issues) i've managed to get video ads (vungle and unityads) working great in a UE4 mobile game using this plugin

  30. #30
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    Quote Originally Posted by darinsmyth View Post
    Just an update to say after a bit of tinkering (i had some sdk issues) i've managed to get video ads (vungle and unityads) working great in a UE4 mobile game using this plugin
    It's nice to hear! Awesome

  31. #31
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    You can download update 1.1 from your Sellfy dashboard.


    CHANGELOG:
    - Added Vungle support on iOS so it's now working good on Android & iOS
    - Only selected ad networks will be added to the packaged project so output file should be smaller if you don't use all networks!
    - Many bugfixes
    - Updated User Guide


    UPDATE TIP:
    If you have used this plugin before, you should DELETE folder "ThirdPartyLibraries" from plugin directory and then replace all old files with new files.



    Plugin is available now on Sellfy: https://sellfy.com/p/V0sJ/
    Last edited by gameDNA studio; 02-21-2017 at 04:48 PM.

  32. #32
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    For test Rewarded Video in Android can I use launch mode or I must cook in distribution ?

  33. #33
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    Quote Originally Posted by Smoky Minds View Post
    For test Rewarded Video in Android can I use launch mode or I must cook in distribution ?
    It works in packaged projects (Development and Shipping configuration).

  34. #34
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    Quote Originally Posted by gameDNA studio View Post
    Limitations in current version:
    - Plugin for iOS works only in the Unreal Engine GitHub version because you have to edit the IOSToolChain.cs file and add one line with -ObjC flag.
    - InMobi, due to temporary SDK problems, doesn't work (it will be added as soon as new InMobi SDK will be available)

    I'm working on next update which solve above issues.
    Couple of quick questions:

    1) This suggests that there WILL be a version of the plugin in the future that supports blueprint only projects on iOS?

    2) If so, do you have an ETA on this?

    3) Bonus question - how would this work with future versions of UE4? We have a blueprint only project which has a bug involving Google Play Services that we're waiting on a fix from Epic for. This probably means we're going to have to ship it with either 4.11 or 4.12.

    Thanks.

  35. #35
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    Quote Originally Posted by Triblade View Post
    Couple of quick questions:

    1) This suggests that there WILL be a version of the plugin in the future that supports blueprint only projects on iOS?

    2) If so, do you have an ETA on this?

    3) Bonus question - how would this work with future versions of UE4? We have a blueprint only project which has a bug involving Google Play Services that we're waiting on a fix from Epic for. This probably means we're going to have to ship it with either 4.11 or 4.12.

    Thanks.
    1. I'm working on it intensively. I contacted Epic and I hope it will work in the next release of the engine.
    2. Unfortunately I don't know. I'm looking for different workarounds but not all depends on me.
    3. I'll convert plugin for the every next release. In the current plugin version we provided Google Play Services updated to 7.8.0 that is compatible with UE 4.10

  36. #36
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    Quote Originally Posted by gameDNA studio View Post
    1. I'm working on it intensively. I contacted Epic and I hope it will work in the next release of the engine.
    2. Unfortunately I don't know. I'm looking for different workarounds but not all depends on me.
    3. I'll convert plugin for the every next release. In the current plugin version we provided Google Play Services updated to 7.8.0 that is compatible with UE 4.10
    Cool, OK - thanks for the info

  37. #37
    0


    Universal Mobile Ads now works with Launcher and GitHub UE4 versions!
    You can download update 1.2 from your Sellfy dashboard.


    Editing IOSToolChain.cs is no longer needed!
    Instead of you should open your project’s *.Target.cs file and override SetupGlobalEnvironment like this:

    Code:
    public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
    {
            if (Target.Platform == UnrealTargetPlatform.IOS)
            {
                OutLinkEnvironmentConfiguration.AdditionalArguments += " -ObjC";
            }
    }

    I've contacted with Epic and they told me that they are attempting to add plugins support to the Marketplace within the year so until that the only way is buy it on Sellfy.

    Buy on Sellfy: https://sellfy.com/p/V0sJ/
    Last edited by gameDNA studio; 02-21-2017 at 04:49 PM.

  38. #38
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    Excellent! That was a LOT quicker than I imagined it would be.

    As always, keep up the good work

  39. #39
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    Quote Originally Posted by Triblade View Post
    Excellent! That was a LOT quicker than I imagined it would be.

    As always, keep up the good work
    Thank you! My pleasure

  40. #40
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    Universal Mobile Ads now works with both Blueprint-only & Source code projects!

    Great news! No longer any limitations!

    You can download updated version from your Sellfy dashboard or simply change only one line in UniversalMobileAds.uplugin file:
    from:
    Code:
    "EnabledByDefault": true,
    to:
    Code:
    "EnabledByDefault": false,
    and that's all!

    In conclusion, Universal Mobile Ads plugin now works with Blueprint-only & Source code projects on Launcher & GitHub UE4 versions!

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