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

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2 Contents 1. License Introduction Plugin updates... 5 a. Update from previous versions to Supported Ad Formats... 6 a. Banner... 6 b. Interstitial... 6 c. Rewarded Video Supported Ad Networks Example project GitHub Repository Getting started Configure AdMob Ad Mediation Blueprint implementation C++ implementation GDPR Compliance Example scenarios a. Example ads i. Banner ii. Interstitial iii. Rewarded Video b. Calling ads c. Callbacks... 24

3 1. License Copyright 2018 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 , 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: Support: support@gamednastudio.com 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.

4 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

5 3. Plugin updates a. Update from previous versions to Delete all files under Plugins/UniversalMobileAds directory and install plugin again as described in Getting started section.

6 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.

7 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.

8 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. Aarki (SDK-less) Banner Interstitial Rewarded Video AdColony AppLovin Chartboost CrossChannel (SDK-less) Facebook 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.

9 6. Example project You can download example project at the following address: 7. GitHub Repository Please the receipt of this plugin's purchase to for access to the GitHub repository used to develop this plugin!

10 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 Install plugin and SDKs as described in the included documentation.

11 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.

12 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: 1. Please go to and Sign up or Sign into AdMob. 2. Now you can see your dashboard of the AdMob platform.

13 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.

14 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.

15 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.

16 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.

17 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;

18 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.

19 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.

20 13. Example scenarios a. Example ads i. Banner ii. Interstitial

21 iii. Rewarded Video b. Calling ads

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24 c. Callbacks You can add callbacks to any actor for example Game Mode.

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