sizcoz's Recent Forum Activity

  • Is it enough to disable our ads on our Admob account or should we unpublish our apps too?

    I don't know, but to be on the safe side, I am going to unpublish all my apps and disable my Ad units tonight, as we do not have the option of the Admob consent sdk within the Construct 3 Mobile Advert Plugin.

  • >

    > > OK - so how do we go about using Unity ads in our apps? The Mobile Advert plugin only allows for AdMob ads doesn’t it?

    > >

    >

    > There is a c3 add on, but I have not tried it, so I can't comment on the functionality of it, or if it complies.

    >

    > https://www.construct.net/gb/make-games/addons/100/unityads

    >

    Ok great - but just looked at that plugin and it mentions video ads only. Does it work for banner ads and interstitials? Does Unity only provide video ads?

    I have never user Unity Ads, so I can't comment, you could try asking the author of the plugin/Add-on

  • OK - so how do we go about using Unity ads in our apps? The Mobile Advert plugin only allows for AdMob ads doesn’t it?

    There is a c3 add on, but I have not tried it, so I can't comment on the functionality of it, or if it complies.

    https://www.construct.net/gb/make-games/addons/100/unityads

  • I think Google must be working on something as if they don’t produce a new SDK that covers this then their profits from banner app revenue will plummet, although why the largest tech company in the world still hasn’t done it already this late in the game is a head scratcher.

    Also app/game creation software companies such as Scirra would also benefit from producing something that allows app devs to create apps with smooth and easy to implement compliance functionality, as the vast majority of casual and hobbiest app devs implement banner ads to make an extra bit of cash (some a full-time income) and chase the dream of a breakout hit, and if the have to jump through hoops to implement banner ads they’ll go elsewhere and find software that does supply this functionality. Whichever app dev software company cracks this will see devs flocking to them and their software. It would be a massive coup if Scirra got there first ahead of, for example Buildbox.

    It seems that using Unity ads will be compliant, from Unity gdpr readiness statement , https://unity3d.com/legal/gdpr

    "Other ad platforms are only an SDK, meaning they only profile for the purpose of advertising. This kind of in-game advertising (without any additional purpose) requires opt-in consent as its legal basis.

    Unity is SDKs, it’s plugins, and it’s the engine itself. So, Unity’s profiling is compatible with other, more legitimate interests than merely ads. Crash reports, bug fixes, enabling user-user communication, etc., are each of legitimate interest to our gamers and developers. Our profiling enables those purposes. Unity is in a unique position because our profiling is compatible to those legitimate interests."

  • If you use the Mobile Advert (Admob) for Ads Plugin, what are you doing to comply with the new GDPR Eu Consent policy coming into effect Tommorow 25th May 2018.?

    From the 25th of May Google Admob will require all developers of apps that serve Personalised or non-personalised Ads within their apps to obtain consent from the end users in the European Economic Area. If you fail to comply with this policy, they may limit or suspend your use of the Google product and/or terminate your agreement.

    Admob has only just provided a consent sdk to help developers comply with this , as of writing as far as I know, this option is not incorporated into the Mobile advert plugin, so using this alone means we are non-compliant to GDPR.

    Hopefully the consent sdk, will be incorporated into the Mobile Advert Plugin but in the meanwhile what do Construct Mobile Advert users plan on doing to comply?

    Until I have implemented a solution I personally will have to disable my Admob Ad units, and maybe put just a payed version of my apps on the Play store.

    What will you be doing ?

    Cheers

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  • The official Admob literature, states.

    Requesting Consent from European Users

    "Ads served by Google can be categorized as personalized or non-personalized, both requiring consent from users in the EEA. "

    So you still have to have a user consent pop up for Personalized or non-personalized.

    "Under the Google EU User Consent Policy, you must identify each ad technology provider that receives end users' personal data as a consequence of your use of a Google product and provide information about the use of that data"

    That will require a link to all the ad technology providers providers that you use.

    Potential fines for non-compliance

    "One of the new aspects of GDPR is that it names a price for non-compliance – fines can reach up to €20M Or 4% of annual gross revenues – the greatest of the two. What this means for app companies is that they have a strong business case to invest money and effort in complying.", source http://blog.soomla.com/2017/12/gdpr-101-for-mobile-app-or-how-to-avoid-a-e20m-fine.html

    So we need to know if this user consent option will be available in the Mobile Advert plugin.

    Ashley

    Nepeo

    a link to the consent sdk implementation is below.

    https://developers.google.com/admob/android/eu-consent

    Many thanks.

  • Really like it, good simple fun.

  • Mmmm nice waves

    Cheers

  • Hi

    Pretty much re-wrote the code in C3 from an old C2 project, and optimised it for mobile.

    I'm pleased with the performance on modern android 6+ devices, usually around 55 - 60 fps.

    Fixed lots of bugs.

    Got rid of a few things.

    Added a few things.

    Take a look here.

    Google Play Store

    Boatman Bill

  • Update.

    Pretty much re-wrote the code in C3 and optimised it for mobile.

    I'm pleased with the performance on modern android 6+ devices, usually around 55 - 60 fps.

    Fixed lots of bugs.

    Got rid of a few things.

    Added a few things.

    Take a look here.

    Boatman Bill

  • Ok, It would be nice to know if the build server is down, or is having maintenance.

    If I know it's down or very slow I can go and do something better with my time (watch masterchef )

    So tonight for instance (02/04/2018), failed to build, lost connection & restored connection only to 'failed to build, for the last 3 hours.

    Cheers

    By the way, great product, can't wait till the new runtime.

  • >

    > > Help, advice needed, I cant get the ad's to show (many hours wasted, you know the feeling), so checklist

    > >

    > > Added instant app, in development and the app is working on facebook, from my facebook login.

    > > Added Facebook Audience Network and got Adspace and Placement id

    > > Added Instant games object to C3 r92

    > >

    > > C3 code > start of layout > instant games > load ad, with placement id

    > >

    > > On event happening > show ad

    > >

    > > I have read through documentation, it says you can test it on your mobile on your login before review, and ads should show, but nothing shows.

    > > Also there are no requests in the Ad debugger, in monetisation manager.

    > >

    > > But, on the event debugger in analytics, it does show 'getInterstitialAdAsync'

    > >

    > > Am I missing something simple?

    > >

    > > would appreciate some guidance

    > >

    > > Cheers, in advance

    > >

    >

    > How or where did you get AD SPACE and PLACEMENT ID?

    >

    I think I found it. In monetization Manager, you click on MANAGE next to property, then add a Platform. I assume you have to add both platforms for iOS and Android for ads to show on both, correct?

    Yes , It's a bit confusing, but first you go into monetisation manager, then you create an adspace first, then you create a placement in that adspace, then you use the placement id in c3, what i found, is that it takes a while for the system to catch up, and I found that once you have tried it in messenger then it seems to kick in.

    best of luck.

    cheers

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sizcoz

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