|Attention||Topic was automatically imported from the old Question2Answer platform.|
|Asked By||Jonas Marma|
I am trying to show a rewarded video in my mobile game but it seems like I can’t load the admob. I basically coppied the code from the Shin-Nil admob for Godot 3 example and made some alterations (link below)
The example project already works fine on my device, so I think it must be a problem in my project.
var admob = null var isReal = false var isTop = true var adBannerId = "ca-app-pub-3940256099942544/6300978111" # test id var adInterstitialId = "ca-app-pub-3940256099942544/1033173712" var adRewardedId = "ca-app-pub-3940256099942544/8691691433" var debug = null var isbieunguloaded = false var istrunggianloaded = false func _ready(): if(Engine.has_singleton("AdMob")): admob = Engine.get_singleton("AdMob") admob.init(isReal, get_instance_id()) loadBanner() loadInterstitial() loadRewardedVideo() else: print("No admob singleton") <Some code not relevant do ads> # Loaders func loadRewardedVideo(): if admob != null: admob.loadRewardedVideo(adRewardedId) # Events func _on_BtnRewardedVideo_pressed(): if admob != null: print("admob != null: showing video") admob.showRewardedVideo() print("null admob") func _on_admob_network_error(): print("Network Error") if(Engine.has_singleton("AdMob")): admob = Engine.get_singleton("AdMob") admob.init(isReal, get_instance_id()) loadBanner() func _on_rewarded_video_ad_loaded(): print("Rewarded loaded success") #get_node("CanvasLayer/BtnRewardedVideo").set_disabled(false) func _on_rewarded_video_ad_closed(): print("Rewarded closed") #get_node("CanvasLayer/BtnRewardedVideo").set_disabled(true) loadRewardedVideo() func _on_rewarded(currency, amount): print("Reward: " + currency + ", " + str(amount)) #get_node("CanvasLayer/LblRewarded").set_text("Reward: " + currency + ", " + str(amount)) func _on_get_magnets_released(): _on_BtnRewardedVideo_pressed()
When I run that project on my device, it Outputs “No admob singleton”, so I can’t initiate the admob variable (look at the if-else loop on the _ready function). Am I forgetting to do something.
I have spotted another problem: The projects settings for the example project that is working and my project are different, as seen in the image below. The android menu is missing. I am pretty sure this is causing the problem, but I don’t know how to solve it.
I am sorry for any spelling errors, English is not my main language.
I can’t help with your question but just wanted to say your English is really good, no need to apologise for it
SleepyTom | 2018-12-27 08:20
Oh! Thank you!
Jonas Marma | 2018-12-27 12:28
Which version of godot are u using
code | 2018-12-27 13:56
It is Godot 3.0.6
Jonas Marma | 2018-12-27 15:00
how did you solve the problem
radome | 2022-01-27 17:53