How do I test admob ads on Construct 3?

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  • Hi. Could someone please help me. I'm trying to add Google admob test ads but everytime I do it keeps failing to load. I can't load any kind of ad. I've tried following tutorials and exporting different types of apk (debug, signed, unsigned). Is there something I'm doing wrong or something I'm missing? Please walk me through what I need to do to implement test ads into my game, thanks.

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  • I think the manual has enough of a guide. construct.net/en/make-games/manuals/construct-3/plugin-reference/mobile-advert

    If it is still failing then it could be any number of reasons.

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  • Thank you Lionz, I think there's a few things I missed. I'm gonna follow the guide.

  • I personally register my devices as test Devices in Admob Console. And not use any "Test mode" or test ads on the actual plugin.

    Then I try the app in Android Studio (this will always be classified as test device), or install them on my physical device (which is registered as test device in Admob console).

  • I personally register my devices as test Devices in Admob Console. And not use any "Test mode" or test ads on the actual plugin.

    Then I try the app in Android Studio (this will always be classified as test device), or install them on my physical device (which is registered as test device in Admob console).

    This is the perfect solution. Otherwise you will have to unnecessarily compile your app 2 times (one for test & another for production)

    Also subtract the headache of accidentally trying live ads on your mobile. Admob takes it very seriously

  • > I personally register my devices as test Devices in Admob Console. And not use any "Test mode" or test ads on the actual plugin.

    >

    >

    > Then I try the app in Android Studio (this will always be classified as test device), or install them on my physical device (which is registered as test device in Admob console).

    This is the perfect solution. Otherwise you will have to unnecessarily compile your app 2 times (one for test & another for production)

    Also subtract the headache of accidentally trying live ads on your mobile. Admob takes it very seriously

    Nothing wrong or time consuming about exporting a test APK on the mobile device, you should be doing this anyway to test the game without ads.

  • I personally register my devices as test Devices in Admob Console. And not use any "Test mode" or test ads on the actual plugin.

    Then I try the app in Android Studio (this will always be classified as test device), or install them on my physical device (which is registered as test device in Admob console).

    Hi fredriksthlm are you able to test production release apks this way (adding your test device in admob settings).

  • Hi fredriksthlm are you able to test production release apks this way (adding your test device in admob settings).

    Yes, of course.

    I register my real physical phone as test device. Then I generate release apk and just send the apk to my phone directly and install it.

  • > Hi fredriksthlm are you able to test production release apks this way (adding your test device in admob settings).

    Yes, of course.

    I register my real physical phone as test device. Then I generate release apk and just send the apk to my phone directly and install it.

    Right.

    Im doing the same steps but I get an error... 'Code 3. No ad config'. I dont understand why test ads wont show...

    If I manually enter test ad unit IDs in my events, test ads are displayed. My implementation works. But as soon as I switch to real ad unit IDs, I dont see test ads, even with my device added as test device...

  • seems like something is wrong with your admob setup, try create new app and ad units in Admob.

    Otherwise ask in the Admob forums, since this doesn't sound like C3-related.

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