adMob iOS Help

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By kkaalleebb

Hello, I’ve been trying to follow GitHub - kloder-games/godot-admob: Module Admob for Godot engine for iOS

I dragged the admob directory into the modules folder in the Godot source. I downloaded the Google Mobile Ads SDK and dropped the framework inside the directory “admob/ios/lib”.

How do I recompile the iOS export template? I tried opening up terminal and typing
“git clone GitHub - godotengine/godot: Godot Engine – Multi-platform 2D and 3D game engine” After that had finished I tried
“scons p=iphone target=debug” But it just says “-bash: scons: command not found”

Not to sure what to do.

I am using Godot v3.0.2.stable.official

:bust_in_silhouette: Reply From: volzhs

You need scons for compiling templates.

Here is instruction for compiling iOS template.

Hey just finished compiling.

How do I open this new build?
Do I just open normal godot as before?

kkaalleebb | 2018-04-25 23:48

you need to put it in template directory.
this would help.

volzhs | 2018-04-28 15:23

:bust_in_silhouette: Reply From: DrMoriarty

For Godot 3.2.3 you can use binary precompiled modules for ad mediation networks. For iOS there is Applovin-MAX module which allows you to connect AdMob account into mediation stack.
For installation you need NativeLib addon which can be found at AssetLib.
More info: GitHub - DrMoriarty/nativelib: NativeLib is a plugin management system for Godot engine.
GitHub - DrMoriarty/godot-applovin-max: AppLovinMax plugin for godot engine.