Hi. I just setup the Mobclix plugin by Prime32 and it was a breeze. I’m just wondering, Is there anything I need to do in Unity or in code to enable iAds to be displayed through the Mobclix sdk as well? I already allotted the percentage in the back end of Mobclix and enable iAd in iTunes Connect. Is that all I need to do?
@jingato, once you enable it in the Mobclix portal you are all set. As long as you are using a device with iOS > 4 you will start getting iAds according to the allotment you set on the Mobclix portal.
After I build in Unity, everything gets integrated and added, but I believe some frameworks are supposed to be weak linked. I changed them manually. It’s not a big inconvenience as it takes 2 seconds, but I thought they were supposed to be set automatically.
I’m creating a new banner and using MobclixBannerType.iPhone_320x50. In my Mobclix settings I set up my ads choosing iPhone / 320x50. On the iphone I get the Moblix test ad, but it doesnt fill the whole screen horizontally. There are small black bars on the left and right like it’s being set to size 300x50
On the iPad I don’t get the test ad. I get an error message that says
@jingato, the frameworks will be weak linked. If you check the output of a build you will see all the compiler directives to weak link the proper frameworks. You’ll have to consult Mobclix about their test ad sizes. I have actually seen both live and test ads come in slightly smaller than the actual ad size but I don’t know if that is Mobclix doing it on purpose or a bug on their end. As for 3, you need to enable the iPad ads of the requested size in the Mobclix portal before they will show.
ok, but as for setting the iPad size in the mobclix backend, if I choose iPad, there is not option for 320x50. The closest is 468x60. I designed my whole game around the ad being 320x50 so if I can’t use that size on the iPad I have a big problem.
@jingato, you’ll have to check with the Mobclix guys for that. I jus implemented their full gamut of available ad sizes. I would imagine it must be coming soon for them to include it in a brand new version of their SDK. Shoot adam@mobclix.com an email and he will let you know the details of the ad size support.
oh, and as for the linking. When I right click on the Unity-iPhone target and select get info it gives me a list of the included frameworks. Every single one is marked as required. Shouldn’t the proper ones say weak there? I can click it and change it to weak from there.
Is there any chance of getting a copy of the applescript you used that isn’t run only? I don’t want to edit it it, I’d just like to open it and see how you did things for learning purposes.
@jingato, you need to look at the other linker flags Xcode build setting or the build output. For example, here is the output from the iAd plugin showing the iAd framework weak linked: http://markup.io/v/4td9eshh1brj and here are the other linker flag settings: http://cl.ly/3qwj
@Prime31, I emailed Adom at moblix and this was his response
So I can trick the sdk into thinking it’s an iPhone, but I didn’t realize that iPad ads make so much more so I think I’ll rearrange some things and make an iPad size ad fit.
I looked at the images you showed me about the linking and I understand how the weak linking works now. Thanks for little lesson.
is there any chance of getting a copy of the applscipt from you package that isnt run only? I wantted to see how you did a couple things, like tell it to add those flags to weak link the frameworks and also add files. I’m currently using OpenFeint and after Unity builds the project I have to manually add the OpenFeint folder and weak link the GameKit framework. I want to modify the OpenFeint plugin to do this automatically for me but I’m not sure what to add to the OpenFeint plugins applescript.
@jingato, good info from Adam as always. The AppleScript is only available as run only. The main jist of what it does is to modify the .codeproj file so have a look in there to see the changes.
@jingato, you can use bash, python, php, AppleScript or any other scripting language to modify the project. A good way to figure out what changed is to save a copy of the file, make a single modification, then view it in FileMerge.
I am also trying to setup iAd ads through mobclix plugin from Prime31 but I don’t seem to be able to.
I’m not sure if the problem is I’m not receiving test ads here in Europe or if i haven’t set it up correctly.
I can see every other ad from the rest of the networks but not iAd.
could you please explain the steps you took to link your unity app in itunes connect and from there to mobclix?
@Rebel, Apple has an iAd itegration guide with all the info for setting things upbin iTunes Connect. From there all you need to do is enable iAds in the Mobclox portal and ensure you bundle ID is correct in Unity.
Is it normal not to see the iAd test ads through the mobclix plugin?
I get all other ads except those.
Bundle ID in ITC is exactly the same as the bundle identifier in unity player settings and iAds is enabled and allocated in Mobclix.
I’m guessing the correct bundle ID is just the reversed DNS (com.rebelcrew…) without the alphanumeric code preceding it.
P.S. @Prime31, we bought your new adWhirl plugin. Thank you for your excellent customer support and help here.