ironsource | flutter plugin for displaying ironsource ads | Plugin library
kandi X-RAY | ironsource Summary
kandi X-RAY | ironsource Summary
Flutter plugin for showing IronSource ads (Android only).
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Top functions reviewed by kandi - BETA
- Callback method
- Initialize SimpleSource
- This method is called when a fixed video ad show failed
- Invoked when an offer is opened
- This is called by the client when the video has closed
- This is called by the client when the video has ended
- This method is called when the application exits
- This method is invoked by the client when the video is received
- Invoked when the video has changed
- Destroys the application
- Register the plugin with the registrar
- This method is called when a video is opened
- Invoked when an offer show failed
- This method is invoked when an ad load failed
- Invoked when an offer is complete
- A banner ad load failed
- Loads the banner
- This method is invoked when an offer is added
- This method is invoked when a video is received
- This method is called when a video has been added
- This is called when an error is detected
ironsource Key Features
ironsource Examples and Code Snippets
Community Discussions
Trending Discussions on ironsource
QUESTION
I am using this code from IronSource to place a banner, however it is showing at the bottom, not the top.
What I want to do is get the banner to show at the TOP rather than the bottom , the code below works fine, but obviously shows at the bottom not the top.
I tried changing the
...ANSWER
Answered 2021-Mar-18 at 18:49You really should be using auto-layout / constraints - then you wouldn't need any of that.
But, assuming you have a valid reason NOT to, try it like this:
QUESTION
ANSWER
Answered 2021-Jan-18 at 07:45create a computed property that transform your object in list of objects like {text: 'something', value: 2}
, which is required in v-select
.
Do it like this:
QUESTION
I'm using navigation component
for Single Activity architecture. I'm trying to change language of my app in runtime, I'm using this article to do so.
So I've the following files:
RuntimeLocaleChanger
...ANSWER
Answered 2021-Jan-08 at 14:17I've found a solution:
MainActivity:
QUESTION
I have even switched to Live ads and see the exact same behaviour. When I compile the app and run it on the phone, the ads load the first time, display and work as expected. When I try to load it a second time within the same session, ads don't get loaded. The code below is for test-ad-unit.
...ANSWER
Answered 2020-Dec-27 at 17:23 private fun loadAds() {
rewardedAd = RewardedAd(this, "ca-app-pub-3940256099942544/5224354917")
val adLoadCallback = object: RewardedAdLoadCallback() {
fun onRewardedAdLoaded() {
// Ad successfully loaded.
}
fun onRewardedAdFailedToLoad(adError: LoadAdError) {
// Ad failed to load.
}
}
rewardedAd.loadAd(AdRequest.Builder().build(), adLoadCallback)
}
QUESTION
Im Using Ironsource Ads and the interstitial show everytime i click on a button , that's not good for my users , i want the ad to show every 3 clicks .
...ANSWER
Answered 2020-Nov-09 at 18:42You can set this by custom way,like Define a local variable for count.
QUESTION
The GDPR requires a legal basis for data processing. after using com.google.android.ads.consent:consent-library
to show consent in the Android app, how can use GDPR consent in the advertising networks such as AdMob, Vungle, Ironsource, and Applovin?
ANSWER
Answered 2020-Nov-11 at 15:45to forward consent to the Google Mobile Ads SDK you can use this code
QUESTION
I am trying to implement ironSource in my Android Studio Project but it gives me an error everytime.
GRADLE
...ANSWER
Answered 2020-Nov-04 at 14:19Firebase requires using AndroidX actually. See this link.
I also had the same problem before since I didn't want to migrate to AndroidX. At the end, I did when I realized Firebase requires AndroidX.
QUESTION
This game has been out for several years, and has accumulated lots of old dependencies, like old versions of Swrve, IronSource, Crashlytics (using Fabric), Facebook, and others. I'm in the process of updating them, which caused all sorts of conflicts and build failures.
I am stuck on this latest build failure:
...ANSWER
Answered 2020-Nov-04 at 06:44I ended up solving this by writing a utility that traverses the contents of the .apk directory, finding .jar and .aar files, and unzipping them into subdirectories. This could be done manually, without a script, as well. You see references to these files in the log lines containing Mimetime_gradle2.apk/Star Horse/
in this project.
After unzipping all of these, it was simply a matter of searching the parent directory recursively for references to the library called out in the output of the gradle command using --stacktrace. In this case it was com.google.auto.value.extension.memoized.Memoized
Then it was simply a matter of removing one of the libraries that contained it from the Unity project. In this case it was an outdated copy of another library which was included with ExternalDependencyManager
.
The difficulty is that you need to export a gradle project from the Unity build menu, rather than build the APK directly. Then you need to copy the command for the specific version of gradle that your specific version of Unity uses, and run it with the --stacktrace option in order to get the output you need to identify the duplicate package. THEN you can unzip the resultant build directory (which takes the place of the APK file) and search it for the offending package.
QUESTION
- Unity editor version: 2019.3.15f1
- Firebase Unity SDK version: firebase_unity_sdk_6.15.2
- Additional SDKs im using: Unity IAP, Gamesparks, Ironsource, Facebook, Appsflyer, GameAnalytics
- Platform im using the Unity editor on: Windows
- Platform im targeting: Android
- Scripting Runtime: IL2CPP
Problem
I am getting data on firebase analytics, but I cannot get crashlytics to report anything. Im stuck on this...
Steps to reproduce:
Add the firebase analytics and crashlytics sdks.
Add the google-services.json GoogleService-Info.plist files somewhere in assets folder
Add this code to initialise the firebase
...
ANSWER
Answered 2020-Oct-20 at 04:57Update Oct 19, 2020:
Today a developer updated the issue I linked in this answer saying the Firebase team fixed a backend bug last Friday (Oct 16) that was affecting some new Unity Android apps registering w/ Firebase - likely the bug behind your issue. I had already solved the issue in my own project using the below solution, but if you haven't yet updated your project, I recommend running it again and seeing if Crashlytics is working for you now..
I've been dealing with the same issue this week in Unity 2019.4.11f1 - i see the same error message about not being able to retrieve settings, but with my specific project and appIds in the URL.
I found a solution in this Github issue, which suggests the problem is caused by the version of an android library that is a dependency for the Unity Firebase Crashlytics package. My rough understanding is that the firebase-crashlytics-unity
library is a wrapper around android library firebase:firebase-crashlytics
, and the unity package allows the underlying native Android code to be used from Unity. Version com.google.firebase:firebase-crashlytics:17.10.0
has issues with getting the settings for some Firebase projects on Android. Myself and several others following this issue found forcing Unity to use this specific dependency at version 17.1.1 resolved the issue.
Someone else with the same issue in the thread contacted Firebase support and was told:
The error you are seeing "Failed to retrieve settings" is related to the SDK version being used. If you go to "Assets > Firebase > Editor> CrashlyticsDependencies" you can manually update the SDK to point to the latest Crashlytics SDK version 17.2.2. Please give it a try and if you continue having issues, let me know.
It turned out this advice wasn't quite right - some of us following the thread then experienced a different issue when using the Android Crashlytics SDK version 17.2.2 with Unity crashlytics version 6.16.0. So I'd specifically recommend trying out the below suggestion or other solutions in the thread to set your Android crashlytics library to v17.1.1.
Changes I made in my project to address this:
- First, I updated my unity firebase packages in the package manager to use version 6.16.0. In my project 4 packages were installed - core, analytics, crashlytics, and messaging.
- Then I searched for the the Crashlytics package's dependency file -
Crashlytics-Dependencies.xml
(found by searching project - was in/Library/PackageCache/com.google.firebase.crashlytics@6.16.0/Firebase/Editor/
for me). This file initally had "com.google.firebase:firebase-crashlytics:17.0.0" listed, which I updated to be: "com.google.firebase:firebase-crashlytics:17.1.1". - As an extra precaution, I also added created a
MyProject-Dependencies.xml
file, as was suggested by a user in the thread - this file also specifies version "com.google.firebase:firebase-crashlytics:17.1.1". - Next, I modified the Unity build process to use a custom
mainTemplate.gradle
file to specify dependencies, rather than using the External Dependency Resolver to manage and embed unity packages (option in Build Settings > PlayerSettings > Android). - I also updated the settings on the External Dependency Manager Android Ressolver:
- Disabled AutoResolve and Disabled Resolve on Build (we dont want EDM updating dependencies without our knowledge when building)
- I also turned disabled
AndroidPackageInstallationEnabled
- this has made the resolution process much faster and removed a bunch of.aar
files from the android dependencies list, and hasn't caused any problems in my project.
- I then ran External Dependency Resolver > Android > Force Resolve, which after the settings changes above, should now embed a list of the dependencies for the Android build into the
mainTemplate.gradle
file - Check this file (its in Assets/Plugins/Android) and you should now seecom.google.firebase:firebase-crashlytics:17.1.1
in that list.
Also, I recommend reading this article about managing Unity Firebase dependencies from one of the Firebase developer advocates, Patrick Martin. It helped me wrap my head around how Android dependency management in Unity works, as well as how the Android gradle build process works.
QUESTION
I have IronSourceSDK pod files installed in my project and everything compiles and runs great. However, when I'm done for the day and pick it up the next day, I always get a compile error that the pod this file is missing -
:0: error: error opening input file '.../Pods/IronSourceSDK/IronSource/IronSource.framework/Versions/A/Headers/IronSource.h' (No such file or directory)
So every day I re-install the pods and it's back to normal until the next day.
I used Firebase SDK before and exactly the same thing used to happen.
What causes this deletion of the header file?
EDIT:
As requested, here is how my Podfile looks like:
...ANSWER
Answered 2020-Sep-08 at 18:16The issue was that the project folder was mistakenly stored in iCloud drive due to previous device migration. By plugging in the mobile device each time for testing, data back-up tried to refresh the Pod files but couldn't find them, so they were stuck at status - "Waiting for Download, which then became unrecognizable by Xcode.
Localizing the project folder and removing cloud dependency solved the problem.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install ironsource
You can use ironsource like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the ironsource component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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