contents€¦ · aarki (sdk-less) adcolony applovin chartboost crosschannel (sdk-less) facebook...
TRANSCRIPT
![Page 1: Contents€¦ · Aarki (SDK-less) AdColony AppLovin Chartboost CrossChannel (SDK-less) Facebook Flurry Fyber Google AdMob InMobi ONE by AOL Smaato (SDK-less) Tapjoy Unity Ads Vungle](https://reader030.vdocuments.us/reader030/viewer/2022040919/5e96942e346a2b02b05b231c/html5/thumbnails/1.jpg)
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Contents
1. License ............................................................................................................................... 3
2. Introduction ...................................................................................................................... 3
3. Plugin updates .................................................................................................................. 5
a. Update from previous versions to 2.10.0 ..................................................................... 5
4. Supported Ad Formats .................................................................................................... 6
a. Banner ............................................................................................................................... 6
b. Interstitial .......................................................................................................................... 6
c. Rewarded Video ............................................................................................................... 7
5. Supported Ad Networks ................................................................................................. 8
6. Example project ................................................................................................................ 9
7. GitHub Repository ........................................................................................................... 9
8. Getting started ............................................................................................................... 10
9. Configure AdMob Ad Mediation ................................................................................. 12
10. Blueprint implementation .......................................................................................... 15
11. C++ implementation ................................................................................................... 17
12. GDPR Compliance ...................................................................................................... 19
13. Example scenarios ....................................................................................................... 20
a. Example ads .................................................................................................................... 20
i. Banner........................................................................................................................ 20
ii. Interstitial .................................................................................................................. 20
iii. Rewarded Video ..................................................................................................... 21
b. Calling ads ....................................................................................................................... 21
c. Callbacks ......................................................................................................................... 24
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1. License Copyright © 2019 gameDNA Ltd. All rights reserved.
gameDNA Ltd grants you a non-exclusive, non-transferable, non-sublicensable license
for a single User to use, reproduce, display, perform, and modify the Universal Mobile
Ads for Unreal® Engine 4 for any lawful purpose (the "License"). The License becomes
effective on the date you buy Universal Mobile Ads for Unreal® Engine 4. The License
does not grant you any title or ownership in the Licensed Technology.
You may Distribute the Universal Mobile Ads for Unreal® Engine 4 incorporated in
object code format only as an inseparable part of a Product to end users. The Product
may not contain any Plugin Content in uncooked source format.
Unreal is a trademark or registered trademark of Epic Games, Inc. in the United States
of America and elsewhere. Unreal® Engine, Copyright 1998 – 2019, Epic Games, Inc.
All rights reserved.
2. Introduction 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: 2.10.0
Support: [email protected]
FEATURES:
• 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.
• 15 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.
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What is Ad Mediation?
Ad Mediation lets you serve ads to your games from multiple sources. Mediation helps
maximize your fill rate and increase your monetization by sending ad requests to
multiple networks to ensure you find the best available network to serve ads.
Most mobile publishers have more inventory than they can sell through one ad network
or their direct sales team. To maximize fill rates and sell more of their inventory, most
publishers work with multiple ad networks at the same time. Ad network performance
can also vary for a given publisher, with some offering better performance in a particular
geography or industry than another. This means some ad networks will produce more
revenue for a publisher than others.
With ad mediation, you can match the right ad networks to the right inventory and
monetize more of their impressions. Mediation increases fill rates, maximizes eCPMs,
and helps you get the most revenue possible from every impression, making it a critical
monetization solution for you.
How Mobile Ad Mediation Works?
Ad Mediation is technology that sends ad requests to multiple ad networks to ensure
you find the best available network to fill your ad slots. First, you rank ad networks in
order of preference. Second, the mediation platform tries the top ad network. If the top
ad network can’t fill the ad request, the mediation platform tries the next preferred ad
network until it fills the request.
For each ad request, the mediation platform chooses the ad network that best matches
your priorities. You can choose the highest revenue option and prioritize the ad
network that offers the highest eCPM. Alternatively, you may give preference to a
specific ad network for ad requests coming from that ad network’s country of origin.
Key technical benefit of ad mediation is the ability to centralize access to ad networks
with just one SDK, instead of managing hundreds of SDK integrations directly. The
single SDK approach allows you to add and remove ad networks through the ad
mediation platform, instead of pushing out an app update to all app stores.1
1 Based on http://www.adotas.com/2014/07/what-is-mobile-ad-mediation-and-how-does-it-work/
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3. Plugin updates
a. Update from previous versions to 2.10.0 Delete all files under Plugins/UniversalMobileAds directory and install
plugin again as described in Getting started section.
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4. Supported Ad Formats The Universal Mobile Ads plugin supports 3 different ad formats: banners, interstitials,
and rewarded videos.
a. Banner Banner ad is a simple rectangular format which appear at the top or bottom
of your game’s screen.
b. Interstitial 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.
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c. Rewarded Video 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.
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5. 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.
Banner Interstitial Rewarded Video
Aarki (SDK-less)
AdColony
AppLovin
Chartboost
CrossChannel
(SDK-less)
Flurry
Fyber
Google AdMob
InMobi
ONE by AOL
Smaato (SDK-less)
Tapjoy
Unity Ads
Vungle
AdMob is enabled by default. SDK-less ad networks don’t require additional SDKs
because they are already built-in in plugin. You only need to configure these ad
networks on AdMob Dashboard.
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6. Example project You can download example project at the following address:
https://github.com/gameDNAstudio/ExampleProjects
7. GitHub Repository Please email the receipt of this plugin's purchase to [email protected] for
access to the GitHub repository used to develop this plugin!
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8. Getting started 1. Unpack the plugin archive to Plugins folder in your UE4 project folder (for project
plugins) or Engine/Plugins/Marketplace (for engine plugins) and start the editor.
2. Enable Universal Mobile Ads in Edit -> Plugins -> Advertising -> Universal Mobile
Ads.
3. Download gameDNA installer plugin from the releases tab on the official GitHub
repository https://github.com/gameDNAstudio/gameDNAinstaller. Install
plugin and SDKs as described in the included documentation.
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4. Go to Project Settings -> Plugins -> Universal Mobile Ads and select ad networks
that should be enabled.
5. Next step is configuration of the AdMob Mediation platform as described in the
Configure AdMob Ad Mediation section.
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9. Configure AdMob Ad Mediation Free account on the AdMob Mediation Ad Platform is necessary to use the Universal
Mobile Ads plugin. If you have any problems and this documentation doesn’t cover
them, go to official AdMob Help Center: https://support.google.com/admob
1. Please go to http://www.admob.com and Sign up or Sign into AdMob.
2. Now you can see your dashboard of the AdMob platform.
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3. Click Monetize New App in order to add your game. Each platform needs a new
app entry on the AdMob platform so if you have Android and iOS version of your
game, you should add 2 apps.
4. Click on the app in order to see app details and then on the New Ad Unit button.
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You should add at least 3 ad units per 1 platform: banner, interstitial, and
rewarded interstitial. So if you have 2 platforms, you need to add 6 ad units in
total.
After that you will see something like this for one app (example for CHASERS
game):
5. For each ad unit you should add ad networks for mediation you want. Please
configure only those ad networks which you want to use in your game. Only 1
ad network (AdMob) is required to display ads in your game but you can use all
of them to maximize revenue. Each ad network increases final build size.
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10. Blueprint implementation Blueprint implementation is very easy. Ad Unit IDs in below nodes are the same as
IDs from AdMob Dashboard (AdMob.com -> Login -> Monetize -> [Click on your app]
-> Ad Units -> Ad Unit ID).
a) Banner – you can show a banner on the top or bottom of the screen and hide it
if it’s unnecessary.
b) Interstitial – first, you should Load Interstitial (earlier in the game) in order to
cache ad. When you want to show ad, please call Has Interstitial and if it’s true,
you can Show Interstitial. Otherwise interstitial isn’t ready yet.
c) Rewarded Video – first, you should Load Rewarded Video (earlier in the game) in
order to cache ad. When you want to show ad, please call Has Rewarded Video
and if it’s true, you can Show Rewarded Video. Otherwise rewarded video isn’t
ready yet.
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d) Callback events – if you want to handle callback events, you should add Universal
Mobile Ads component in any Blueprint (only one instance in the whole project).
Now you can add events to your Blueprint graph.
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11. C++ implementation Add the following line to your *.Build.cs file private dependency module name:
PrivateDependencyModuleNames.AddRange(new string[] { "UniversalMobileAds"
});
a) Import this header anywhere in source code project if you want to call functions to
show, load, and check ads availability:
#include "UniversalMobileAdsBlueprintLibrary.h"
Then you can call all functions from this blueprint library.
Banner:
UUniversalMobileAdsBlueprintLibrary::ShowBanner(FString AdUnitId, bool
TopOfScreen);
UUniversalMobileAdsBlueprintLibrary::HideBanner();
Interstitial:
UUniversalMobileAdsBlueprintLibrary::LoadInterstitial(FString AdUnitId);
UUniversalMobileAdsBlueprintLibrary::HasInterstitial();
UUniversalMobileAdsBlueprintLibrary::ShowInterstitial();
Rewarded Video:
UUniversalMobileAdsBlueprintLibrary::LoadRewardedVideo(FString AdUnitId);
UUniversalMobileAdsBlueprintLibrary::HasRewardedVideo();
UUniversalMobileAdsBlueprintLibrary::ShowRewardedVideo();
b) Import this header anywhere in source code project if you want to handle callback
events:
#include "UniversalMobileAdsComponent.h"
Add component in header file:
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = Ads)
UUniversalMobileAdsComponent* UniversalMobileAdsComponent;
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and in *.cpp file initialize component:
UniversalMobileAdsComponent =
ObjectInitializer.CreateDefaultSubobject<UUniversalMobileAdsComponent>(this
, TEXT("Universal Mobile Ads Component"));
Now you can add delegates to the Universal Mobile Ads Component and handle
events.
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12. GDPR Compliance Under the Google EU User Consent Policy, you must make certain disclosures to your
users in the European Economic Area (EEA) and obtain their consent to use cookies or
other local storage, where legally required, and to use personal data (such as AdID) to
serve ads. This policy reflects the requirements of the EU ePrivacy Directive and the
General Data Protection Regulation (GDPR).
The default behavior of the Universal Mobile Ads is to serve personalized ads. If a user
has consented to receive only non-personalized ads you can change this by calling
Universal Mobile Ads Update Consent Status function.
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13. Example scenarios
a. Example ads i. Banner
ii. Interstitial
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iii. Rewarded Video
b. Calling ads
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c. Callbacks You can add callbacks to any actor for example Game Mode.
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