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  • Found some Google documentation that says Error code 3 is "ERROR_CODE_NO_FILL" and *may* be due to no ad inventory and therefore can be unrelated to implementation IF test ads work.

    But I cant even get test ads to work any more... lol

    I don't know what to try next...

  • Thanks, seems it was a Google problem. After submitting a new version built with latest C3 version and requesting someone to check it (which takes usually 1 week) banners showed up again after only a few hours.

    But I don't know why I get a warning for breaking rules when they break something. :/

    I use the small minification option usually.

    Hey Bl4ckSh33p when you say you 'requested someone to check' your apk, do you mean you sbmitted your apk to Google support, for example via this form:

    apk submission form

  • Can anyone help me troubleshoot the MobileAdvert plugin please?

    I'm having extreme difficulty getting any ads to show. At the moment I cant get test ads or real ads to show.

    Ive only just upgraded from C3 r251 to latest stable so Im dealing with the changes to MobileAvert from r254.

    Prior to upgrading C3 I had test ads (rewarded video) working as expected.

    This is the error I get:

    Rejection from 'advert' handler 'CreateRewardedAdvert':
     rewarded ad failed to load
    
    Uncaught (in promise) {
     "Code": 3,
     "Message": "No ad config.",
     "Domain": "com.google.android.gms.ads",
     "Cause": "null",
     "Response Info": {
     "Response ID": "null",
     "Mediation Adapter Class Name": "",
     "Adapter Responses": []
     }
    }
    

    Ive followed the C3 documentation and set up events accordingly (wait for configuration to complete > load ads > only once ads are loaded > show ads)

    Ive tried to get my AdMob account in order. Ive created GDPR and IDFA messages.

    Payment details and account details are all entered.

    Ive tried exporting as debug apk and signed release.

    Ive tried exporting with and without test mode enabled in MobAdvert plugin.

    Ive added my Pixel phone as a Test Device in AdMob settings.

    Ive also made sure that I removed all deprecated conditions and actions etc from my code (ie rewarded ads were referred to as video ads prior to r254).

    And I also tried completely removing then readding the MobileAdvter plugin.

    My app on Google Console is currently in Internal Testing.. I haven't pushed to production yet. I should be able to see test ads..

    But yeah, no test ads and I get the error above...

    Is this a case of I just have to wait for something to resolve on AdMob's side?

    Tagged:

  • Same for me. Exactly the same error posted by OP.

  • When you say you're seeing performance / stability improvements Chadori, can I ask how you are testing? Are you simply looking at how smoothly your game runs? Or are there metrics you are using to compare performance?

    I agree with you, I have seen an improvement in how smoothly my game runs on Android recently (Pixel 4a).

    In my case Im just looking at how smoothly my character moves when running, jumping, firing in a level. So very subjective, but to my eye there's definitly an improvement in recent builds.

    Following the improvements made to 'frame scheduling' in C3 r247, which had a huge improvement on my game, I would still see infrequent, small janks here and there. Now I am noticing even less of these infrequent janks.

    Previously I could play for 5 mins and I might see 6-7 small janks, where the scrolling of the tilemap bg would pause fractionally before catching up with player movement. Now I can play for 5 mins and see none.

    I'm still working in C3 r251-2. And Im using Android System Webview Canary.

  • Hey Chadori did you follow this thread?

    construct.net/en/forum/construct-3/general-discussion-7/chrome-mobile-vs-apk-160701/page-4

    --

    A change was made in C3 beta r247 to 'frame scheduling' that improved jank / stuttering in Android exports for me. Jank still isnt completely gone but that change did improve things.

    Not sure if these discussions on crbug have any useful information for you?:

    bugs.chromium.org/p/chromium/issues/detail

    bugs.chromium.org/p/chromium/issues/detail

  • Im trying to get my head around how to test an Android app using multiple Google accounts on the same device.

    Once an app is installed, is it possible to switch between Google accounts so that the non-consumable iAP purchases previously made by an account are restored?

    I have two Google accs that are added as Internal Testers on Google Play Console. Account A has made non-consumable purchases. Account B has not.

    Can I switch between these accounts on my Android phone after the app is installed? Is that possible?

  • Noticed this on the release notes for Beta r259:

    "Worker mode 'auto' now defaults to 'off' for Android exports while a performance issue is investigated"

    Just wondering if the 'performance issue' being investigated is similar to description in this thread?:

    construct.net/en/forum/construct-3/general-discussion-7/beta-r252-extremely-bad-jank-161321

    Would be cool if that janking issue was fixed for worker mode on Android exports.

  • I'd be keen to know if anyone else publishing to Android is experiencing similar when exporting from C3 r252 with worker mode enabled?

  • Ashley

    I'm using a Pixel 4a.

    Jank is present with both latest stable WebView and latest canary WebView.

    If I ENABLE worker mode in r252 > export Android App > I see jank as described in first post.

    If I DISABLE worker mode in r252 > export Android App > Game plays smoothly, no jank.

    If I export from r251 > Game plays smoothly, no jank.

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  • Ah I see what you mean. Fair point.

    Im using WebView Canary (currently 93.0.4543.0) on a Pixel 4a

    No third party plugins.

  • Yes if I disable worker mode and export for Android (C3 r252), gameplay is jank-free.

    EDIT

    Maybe Im not clear above? The point is fredriksthlm , C3 r252 has introduced support for worker mode in Android apps for the first time. We should see improved performance on Android with worker mode enabled. But Im seeing a clear reduction in performance relative to Android apps exported from C3 r247 thru r251..

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Artpunk

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