Solar2D supports multiple plugins that allow you to show in-app advertising. These plugins all basically work the same way; however, there are subtle differences you have to pay close attention to.
There are some common concepts for all ad providers. Let's start with dashboard setup.
Each ad provider has a dashboard that you have to create an account for, set up your apps and then get various identifiers for… and they are all different. Following their guides and documentation will help you get set up on their platform.
You will need to create an “App” for each app/game you're going to implement ads for. In almost every case, within their dashboard, you will define separate apps for the iOS version and the Android version. The ad providers will target iOS specific ads to iOS apps and Android-specific ads to Android apps, so it makes sense if you're building for both platforms you will have two applications even though you will only have one Solar2D app.
Each vendor may use a different identifier for this, but for this tutorial, we will refer to this as an “AppId". It will be a string. The string could be all numbers, code with hex digits, or a long string with symbols in it. To Solar2D these will all be strings.
Next, you will most likely have to define what types of ads you want to show, such as banner ads, interstitial, or rewarded video ads. Depending on your app design, there may be times when you need to have multiple ads for the same type that are tracked separately. For instance, you might offer two rewards in your game for watching a rewarded video. Each reward has a different amount, like 10 coins for one rewarded video and 5 gems for another.
You need to set up different values that your app needs to process. Because of this, each separately tracked ad placement will have its identifier. This may be called a PlacementId, or and adUnitId or some other term. For this tutorial, we will refer to them as PlacementId
. Like the AppId
, these may look like numbers, but they are all treated as strings in Solar2D. NOTE: The code in this tutorial uses adUnitId
since it uses AdMob as the implementation example.
These placements go with the app. If you have both an iOS app and an Android app and each app has three placements, you will have two AppId
s and six PlacementId
s.
In your code, you will need to test to see what platform you're on and initialize your plugin using the appropriate IDs for each placement.
Every plugin must be included in your build.settings
file. You should be able to copy and paste the code from the plugin's documentation page and put it into your build.settings
file. For instance to include AdMob, you would add this block to your build.settings
settings = { plugins = { ["plugin.admob"] = { publisherId = "com.coronalabs" }, }, }
If you want to also include Chartboost, you would do:
settings = { plugins = { ["plugin.admob"] = { publisherId = "com.coronalabs" }, ["plugin.chartboost"] = { publisherId = "com.coronalabs" }, }, }
Of course, this is only part of your build.settings
file, and you would add this plugin block in with the other sub-tables in the settings table.
In every module where you need to call the advertising plugin, you will need to require the plugin. Near the top of each .lua
file, simply do:
local admob = require( "plugin.admob" )
This will make the plugin available to that module. Keep in mind that with Lua, plugin modules are only physically required and loaded once. When required in other modules, you're just setting up a link to the already required module.
Before you can initialize the plugin, you have to understand a few basic concepts.
First, initialization doesn't happen right away. Because initialization makes networking calls, it takes time to complete. You don't want your app to freeze while this process happens, so the initialization actually happens in the background and control is returned to your app immediately. This means you cannot make other plugin API calls until initialization is complete.
Initialization should only happen once. This is best done in main.lua
, but for more advanced setups, you could create a module to hold your advertising code and require that module in main.lua
, but for most, you will do all of this in main.lua
.
Every plugin supports a listener or call-back function that executes whenever an ad event occurs. These events could be things like letting you know you the plugin has completed initialization, when an ad was successfully loaded, or if a rewarded video view was completed. Each plugin will have different names for these phases that you can test against in this listener function.
You will only have one function to handle all of these events. The basic listener function will look like this (using AdMob as an example)
-- AdMob listener function local function adListener( event ) local json = require( "json" ) print("Ad event: ") print( json.prettify( event ) ) if ( event.phase == "init" ) then -- Successful initialization print( event.provider ) elseif ( event.phase == "loaded" ) then -- Ads were loaded elseif ( event.phase == "reward" ) then -- A rewarded video was completed end end
Once you have your core listener function written, you can then call the plugin's .init()
method. These methods will usually require you to pass the address of your listener function, your AppId
and additional other parameters like test mode, GDPR consent and other options.
Because the ad provider likely requires different AppIds
for different platforms your code should probably do something like:
local myAppId = "your_Android_AppId" local myInterstitialAdUnitId = "YOUR_ANDROID_ADMOB_INTERSTITAL_AD_UNIT_ID" local myBannerAdUnitId = "YOUR_ANDROID_ADMOB_BANNER_AD_UNIT_ID" local myRewardedAdUnitId = "YOUR_ANDROID_ADMOB_REWARDED_AD_UNIT_ID" if "ios" == system.getInfo("platform") then myAppId = "your_iOS_AppId" myInterstitialAdUnitId = "YOUR_IOS_ADMOB_INTERSTITAL_AD_UNIT_ID" myBannerAdUnitId = "YOUR_IOS_ADMOB_BANNER_AD_UNIT_ID" myRewardedAdUnitId = "YOUR_IOS_ADMOB_REWARDED_AD_UNIT_ID" end admob.init( adListener, { appId = myAppId, testMode = true } )
NOTE: You should always enable testMode
while testing your app. Several ad providers will cancel your account if you test against live ads!
At this point, a request to initialize the plugin will be complete with the proper appId
s. Your adListener
function will get called when the plugin finishes initializing. Until you get this event, you cannot make any additional calls to the plugin.
Notice the code also setup variables to hold our placement ID's (adUnitId
for AdMob)
Large format ads, such as interstitial ads or video-based ads need to be pre-loaded before you can show them. This is because it takes time to download the ad from the provider's servers.
Part of your responsibility as an app developer using advertising is to use the advertising wisely. Ad best practices are beyond the scope of this tutorial, but it's important that pre-loading ads or caching ads be discussed at this point. If you view this blog post from Appodeal, it talks about one of the problems of pre-loading or caching ads.
If you always pre-load an ad, but you don't give your user a chance to view it until the user has completed, for example, five levels of your game, many users may not get to level five for some time. In situations like this, preloading an ad when your app starts is wasteful of your advertiser's ads. If you plan to have a User Interface (UI) button that lets the user view a rewarded video, for instance, you can pre-load the video when your app starts.
The code below uses an example of pre-loading on app start. Since you cannot load an ad before the plugin is initialized, you can use the init
event as a signal that you can load your ads. Look at this modified adListener
function:
-- AdMob listener function local function adListener( event ) local json = require( "json" ) print("Ad event: ") print( json.prettify( event ) ) if ( event.phase == "init" ) then -- Successful initialization print( event.provider ) admob.load( "interstitial", { adUnitId = myInterstitialAdUnitId, hasUserConsent = true } ) admob.load( "banner", { adUnitId = myBannerAdUnitId, hasUserConsent = true } ) admob.load( "rewardedVideo", { adUnitId = myRewardedAdUnitId, hasUserConsent = true } ) elseif event.phase == "failed" then if event.type == "banner" then -- Put your ad loading failover code here -- The most common failure reason is lack of ads to show, so simply try to load another ad -- You don't want to do this over and over. Eventually, you should give up or try after a longer period of time elseif event.type == "interstitial" then -- Put your ad loading failover code here elseif event.type == "rewardedVideo" then -- Put your ad loading failover code here end elseif ( event.phase == "displayed" ) then -- Ads were loaded if event.type == "interstitial" then admob.load( "interstitial", { adUnitId = myInterstitialAdUnitId, hasUserConsent = true } ) elseif event.type == "rewardedVideo" then admob.load( "rewardedVideo", { adUnitId = myRewardedAdUnitId, hasUserConsent = true } ) end elseif ( event.phase == "reward" ) then -- A rewarded video was completed end end
This will only load one ad (of each type) once. Some plugins may automatically preload the first ad. After this ad is shown, you must load the next ad before you show it. If your plugin supports it, you can look for an event.phase
that indicates the ad was successfully shown. This will vary between plugin providers. For AdMob you can use the event.phase
of displayed
to let you know you can load the next ad. See how the adListener
function is doing quite a bit of work for you.
You will notice that there isn't an attempt to load banner ads after they have been displayed. Most ad providers will rotate banner ads based on a schedule and therefore will load the next ad to be shown for you. Some ad providers will hide a showing banner ad if you try to load a new one while the current one is showing.
If an ad type fails to load, you will get an event.phase
of "failed". You can use this opportunity to attempt to load an ad from another plugin (i.e., set up your ad waterfall.) You could also use a timer to wait for a few seconds and see if your primary ad provider has a new ad available.
Setting up a waterfall system or a timed ad-reload system is beyond the scope of this tutorial.
Showing ads, from a code perspective, is effortless. But something that requires considerably more thought from an app design perspective. The hard question is "When should you show ads?"
Interstitial ads are full screen ads. You will never want to show one of these during game play. These are good to show in between your game play and your next level/game over screen. However, if your game is one where play may only last a few seconds, then you may not want to show an ad every time the game is over. You may only want to show an ad every five times, for instance.
There isn't a hard set rule on how long you should wait between showing an interstitial ad. You would rather not annoy the user to a point they remove your app. It's a balancing act.
Interstitial ads pay significantly better than banner ads. You should consider using these in your game where possible.
It makes sense to show the ad when you go to your end of game scene, next-level scene, etc. You can do this in the scene:show()
function once the scene is on the screen.
function scene:show( event ) if "did" == event.phase then local adTimer = nil local adShowAttempts = 10 local function showAd() if adTimer then timer.cancel( adTimer ) end adShowAttempts = adShowAttempts - 1 if adShowAttempts <= 0 then return end if not admob.isLoaded( "interstitial" ) then adTimer = timer.performWithDelay( 500, showAd ) else admob.show( "interstitial" ) end end adTimer = timer.performWithDelay( 100, showAd ) end end
The user has to take an action to close the interstitial ad to get back to the app, so you don't need to do anything to hide the ad. You can implement similar tests to verify the ad is loaded before calling the show function
Video ads are like interstitial ads in that they are full screen and fully interrupt the user experience. You should consider showing these in the same places you would show an interstitial ad. In fact, for many ad plugins interstitial ads may be video ads. They would follow the same usage rules for showing ads as interstitial types.
Rewarded video ads are a special type of video ad where the user can earn some in-game reward for viewing these type of ads. Instead of ads that interrupt the game flow, like interstitial ads, these ads are generally tied to a button in your UI.
Maybe your button shows an icon for a video and numerous coins. When the user interacts with the video and watches it to completion, then they will receive the reward.
Important almost every ad provider that supports rewarded video will handle this part differently. In some cases, you may just get an event saying the reward was completed, and it's up to your app to grant the reward.
Another provider may let you set up multiple rewarded video placements that have different values. That is, watch video placement A and get 50 coins, watch video placement B and get 10 gems. In this case, your event that you get in your adListener
may tell you the amount and type of reward to give.
Other providers may require you to have a web server setup where you have a web script that the ad provider can call to record the reward and then when you get an event saying the rewarded video was complete, you can check with your server to get the amount and type of reward. This all should be documented on the ad provider's website.
In AdMob's case, there are no server requirements, but you will get an event “reward” that contains information about the reward. You will get a member in the event table called event.data
that contains a JSON string that can be converted to a Lua table for your use. Consider these changes to the adListener
function:
-- AdMob listener function local function adListener( event ) local json = require( "json" ) print("Ad event: ") print( json.prettify( event ) ) if ( event.phase == "init" ) then -- Successful initialization print( event.provider ) admob.load( "interstitial", { adUnitId = myInterstitialAdUnitId, hasUserConsent = true } ) admob.load( "banner", { adUnitId = myBannerAdUnitId, hasUserConsent = true } ) admob.load( "rewardedVideo", { adUnitId = myRewardedAdUnitId, hasUserConsent = true } ) elseif event.phase == "failed" then if event.type == "banner" then -- Put your ad loading failover code here -- The most common failure reason is lack of ads to show, so simply try to load another ad -- You don't want to do this over and over. Eventually you should give up or try after a longer period of time elseif event.type == "interstitial" then -- Put your ad loading failover code here elseif event.type == "rewardedVideo" then -- Put your ad loading failover code here end elseif ( event.phase == "displayed" ) then -- Ads were loaded if event.type == "interstitial" then admob.load( "interstitial", { adUnitId = myInterstitialAdUnitId, hasUserConsent = true } ) elseif event.type == "rewardedVideo" then admob.load( "rewardedVideo", { adUnitId = myRewardedAdUnitId, hasUserConsent = true } ) end elseif ( event.phase == "reward" ) then -- A rewarded video was completed local data = json.decode( event.data ) local rewardAmount = data.rewardAmount local rewardItem = data.rewardItem -- code to give these to your user end end
Going into how to give these rewards to your user is beyond the scope of this tutorial.
To show the rewarded video, create a button in your user interface in whatever button method you like (i.e., widget.newButton(), display.newImageRect() with a touch
or tap
listener, etc.) and in the function that handles the button interaction, call the .show()
function.
local function handleRewardedVideoButton( event ) if "began" == event.phase then -- touch type event admob.show( "rewardedVideo" ) end return true end
You should consider also testing to see if the ad is available before presenting the UI button to the user.
To learn more about rewarded ads and implementation strategies view this article from AppsFlyer.
Because ad plugins only work on Android and iOS devices, you can only test them on a real device. Live Builds can help with the building and testing phase, but unless you're on a Mac and still have the Simulator's console log reading your device's console log, you can't get information from the device to see what's going on.
If you're on a Mac, you can just have Solar2D install the app to your device that's tethered via USB, as long as you don't close the "build complete" dialog box. Messages from your device and app will show in the Solar2D console log. If you close that dialog, or you do not have a Mac, then you have to use other tools to watch the device's console log.
For iOS, you can use Xcode's Devices & Simulators
window and watch the device's console log. For Android, you can install a command line tool called adb
or Android Debug Bridge. How to install adb
is beyond the scope of this tutorial, as is learning how to run it on your computer. There are plenty of general tutorials on the Internet for setting this up.
Assuming you can now see the device's console log, what are you looking for?
All ad plugin providers return information with each event they generate: information like the phase
of the event, if it's an error or not, a text response as to what any errors were about, and more information.
The easiest way for you to learn what's going on with your app is to read this information. This is done simply by printing out the contents of the event table. Solar2D offers a basic API call that lets you easily dump the contents of any table. If you look at the beginning of the adListener()
function, you will find this code:
-- AdMob listener function local function adListener( event ) local json = require( "json" ) print("Ad event: ") print( json.prettify( event ) ) end
This includes the JSON library. You can, of course, move the line that requires the library to the top of your main.lua
or if you're already including it, you can skip it here. The magic happens on the second print statement.
Using the json.prettify function along with a print statement, Solar2D will take the Lua table, convert it to a JSON string for you and then print the JSON string in a very readable format. You should get something that looks like:
Nexus 9: { Nexus 9: "data":"{"errorMsg":"No Ads Available","errorCode":3,"adUnitId":"ca-app-pub-xxxxxxxxxxxxxxxxx/xxxxxxxxxxx"}", Nexus 9: "name":"adsRequest", Nexus 9: "phase":"failed", Nexus 9: "provider":"admob", Nexus 9: "response":"loadFailed", Nexus 9: "type":"rewardedVideo", Nexus 9: "isError":false Nexus 9: }
You can see what the event.phase
is. Did you get a loaded
event? Did you get a reward
event? You also get an event.response
event. Does it tell you there are no ads available? Does it tell you that you have a configuration problem? Armed with this output, if you can't solve the problem on your own, you now have information that you can copy and paste into a forum message asking the community for help.
This is a critical step that many people trying to implement ads fail to look at. When you post to the forums asking "I implemented XYZ ad plugin correctly, and I'm not getting ads, what is wrong?", it is impossible to answer your question without a copy of your code and console log output showing these important print statements.
Implementing ads has many moving parts between the ad provider portal setup, the minimum implementation code and of course your ad placement. But through some patience and understanding your app's flow, you can build a successful monetization plan for your app or game.
Just remember: Don't annoy your users. Don't waste your advertisers inventory. Don't violate the stores' guidelines by building an app that's more ads than content, or other violations that can get you banned. To get more context on these concepts, look at this article from GameAnalytics and scroll down to the "The 5 Essentials Of Running Ads In Mobile Games" section.
Don't hesitate to ask for help. We have a great community of developers who are willing to help you out in forums and Discord.