AdSupport

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Provide apps with access to the advertising identifier and a flag that indicates whether the user has chosen to limit ad tracking using AdSupport.

AdSupport Documentation

Posts under AdSupport tag

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Hi. I would like to have ads in my apps. I don't know (nor care really) where they are served from. Apple, Google, someone else... As long as: Apple approves of them I can let users get rid of them with an in-app-purchase They are clean for children of any age. Please advise how to go about this. I have no idea where to begin. I strongly hope there is a first-party solution for this, without having to use Google stuff in my apps and such. Thank you.
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by DaniS.
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Hey everyone, im trying to publish my app to appstore but its getting denied because my google ads are showing as test ads and not real ads, does anyone have a solution or tips for this? Thanks in advance!
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by Adnordbo.
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Please help from experts. I have called the ATTrackingManager.requestTrackingAuthorization method to obtain tracking permissions. However, the authorization UI cannot pop up normally on iOS 15, and it can pop up normally on other iOS versions. I found a similar problem post in the forum: https://developer.apple.com/forums/thread/690607 thanks
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by PowerCC.
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Hello, I am developing a game which is currently active in markets. After iOS 14 ATT, my income is reduced. I think the reason is player carelessly blocks ATT. In my game, there is a button which shows "Rewarded Ads". So, I will try to change the button's condition to non-interactable, if ATT is not allowed. Via this way, i will force player to puchase coins instead of rewarded by watching worthless ads, or i will inform player to allow ATT. What is your thoughts? How can i control is ATT allowed in a ny time in iOS system?
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by bbekec.
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Hello! Is anybody else experiencing issues with SKAdNetwork 3.0 postbacks? Currently, we are working on SKAdNetwork update from 2.1 to 3.0. For the whole update process, we've strictly followed every step of SKAdNetwork documentation but after we've updated to SKAd 3.0, we are no longer receiving production postbacks (actual source-app-id instead of 0 as described at Receive a Postback During Testing. That being said, we are receiving test postbacks for SKAd 3.0, and test/production postbacks for SKAd 2.1. What we've checked so far: of course app behind source-app-id is Store signed and is live on store the only thing that changed, is version=3.0 parameter and new fidelity-type=1 parameter inside signature (Currently we are only using Store-Kit rendered ads) we triple-checked that all parameters are of the correct type and in correct order when generating Signature - as described here we triple-checked that we are sending all necessary Ad Network Validation Keys inside loadProduct(withParameters:completionBlock:) method However, we are having some hard times verifying that signature is correct (for SKAd 3.0 test and production postbacks). To clarify that, we've tried to verify the signature for test postback (with source-app-id), which we've received as described above, but signature Verification Failed. How can we verify, that our generated signature is valid and is not causing postbacks for not arriving? Is there any additional configuration needed for SKAdNetwork 3.0? Any help here would be highly appreciated as we are currently out of ideas what we could still try and check. Thank you!
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by leo21.
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Hi. I'm having a hard time differentiating the iAd and AdServices frameworks. Is there a reason to use one framework over the other? It appears that AdServices is iOS14+. Is iAd being deprecated? I also noticed that iAd requires users to explicitly accept App Tracking in order to pull attribution data but AdServices does not. Is that true? Is it the same data?
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by jaylward.
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Hey guys, we implemented [AAAttribution attributionTokenWithError] in 2 apps. https://developer.apple.com/documentation/adservices/aaattribution/3697093-attributiontokenwitherror?language=occ To track the errors we added logging with Firebase Crashlytics. Based on our Crashlytics logs roughly 8% of the users encounter an AttributionTokenInternalError: Error: NoAdNetworkToken - Generating AdNetwork token failed with Code: AttributionTokenInternalError Message: Error Domain=com.apple.ap.adservices.attributionError Code=2 "Error posting to Attribution server" UserInfo={NSLocalizedDescription=Error posting to Attribution server} Affected iOS versions include: 14.4.1 14.4.0 14.3.0 There are no patterns in affected device models. Seemingly all models are affected, including: iPad Pro iPad Air 2 iPhone SE (2nd generation) iPhone 12 Pro Max During our own testing, we could not reproduce any errors with an iPhone 8 on iOS 14.4.1. We were also not able to reproduce any errors with the public beta iOS 14.5. Are there any solutions to that? What can cause this AttributionTokenInternalError?
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TLDR: Adding the Facebook SDK to a fresh, empty Xcode project yields an executable that links to AdSupport. Q: Can I prevent this? This happens without importing or using the SDK. The mere presence of the dependency (via SPM) in an otherwise empty app triggers the inclusion of AdSupport.framework in the executable, as confirmed by nm and otool. The phrase "Facebook SDK does not require AdSupport.framework to be included." appears in lots of searches, but is never accompanied with an explanation of how to exclude the framework. This is also a question for a Facebook forum, but I am posting it here as a question about build tools: Apart from downloading the SDK source and painstakingly commenting out the transitive closure of all references to AdSupport, ASIdentifierManager, and IDFA, are there any compile/link directives that could stop the inclusion of the forbidden fruit?
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Is it possible to get UUID in app clip for my app? When I use "UIDevice.current.identifierForVendor?.uuidString" I get Optional(“00000000-0000-0000-0000-000000000000”), while same code works in full app perfectly returning me normal UUID. I suppose it's not possible because of the tracking transparency, though I want to be sure about it.
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Hi, I’ve recently had questions regarding GDPR and privacy on Apple products and spoke to numerous sources regarding it, but some of my queries remain unanswered. I was then directed to this forum so I’m hoping someone on here may be able to help please! In Apple’s development program information, In article 3.3.12 it states: “You and Your Applications (and any third party with whom You have contracted to serve advertising) may use the Advertising Identifier, and any information obtained through the use of the Advertising Identifier, only for the purpose of serving advertising. If a user resets the Advertising Identifier, then You agree not to combine, correlate, link or otherwise associate, either directly or indirectly, the prior Advertising Identifier and any derived information with the reset Advertising Identifier.” Following seeing the aforementioned article I asked if this meant that iOS apps are only allowed to associate one IDFA with one user? I.e. if an app user got a new iPhone, would this mean that the application developers would have to remove the previous IDFA, and now associate the one from the new device with the user?  Hope that makes sense and that you may be able to help.  Thanks
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by English28.
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Hi, my app got rejected because the review team said it is not working as intended. In effect I have a button that opens a page only after the user watches an AdMob rewarded video. In the version I submitted, after I updated my real AdMob app ID and ad unit ID for the rewarded video, the video doesn't launch hence the page that the use should access by clicking the button won't open. Google says that new iOS apps will show ads only after the app is published on the Store so now I am in a loop where the review team doesn't seem to publish because they think there is a bug but the rewarded video won't start until the app is published. Do you have any suggestion about how to solve this? Google AdMob says the following in the page related to "common reasons for ads not showing": Note: New iOS apps will not show Google ads until they’re listed in the Apple App Store.
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by faldon.
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Друзья, к сожалению, мы не оплатили наше приложение вовремя, оно удалено. Пытаемся оплатить, но почему то деньги не списываются с карты, после обращения прошло 2 дня, что делать?
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by Pogosyan.
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Hi guys, I have an app in apple store and I need to make a tracking link for leads from downloads, lead from making a purchase, and a price of purchase in VOLUUM. How can I make it?
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by Papa_pia.
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6 Replies
4.6k Views
Hello, I have some issues with my application. When I test my apps on emulator Ads appear normally and I also tested them on mobile devices appear normally too. But after I published the app on the google play store, and downloaded it from google play ads are not showing. Please solve this issue. Thank you.
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Hello, I am not a coder. I have no technical skills whatsoever, but, my coders don't know how to connect our App to Facebook so when I run Advertisements, we can record downloads. Can someone please help?! I'd really appreciate it. David Jaget Creator, JAGZ 702-491-6725
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by bluejudad.
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I am testing AppTrackingTransparency - https://developer.apple.com/documentation/apptrackingtransparency framework. I was able to get a valid IDFA on an iOS 14 simulator by following steps in the doc. When I turned off "Settings > Privacy > Apple Advertising > Personalized Ads", the IDFA became 0s, which is expected. However, after I turned "Personalized Ads" back on, I still got zeroed-out IDFA. I tried several ways to reset the simulator, e.g. Device > Erase All Content and Settings…, but I cannot get it back to a working state. I cannot get a valid IDFA anymore. Environment: Xcode 12.0 beta (12A6159) macOS Catalina 10.15.5
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by AquaWu.
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I am a new developer and I am making a game. I want to put ads in my game so I can earn money off it easily, but after looking into third party ad providers like Google AdMob, Unity Ads, and Epom, I realize that I hate all of those companies and their service, especially Google AdMobs. I have already wasted too much time trying to fix this problem, so this is my last hope. Is there an easy way to put ads in my game that apple provides? even if it is through a third party, it needs to be easy to set up, no cocoa pods, no xc.workspace, no ruby gem TextMate garbage, just simple programming and ads. I just wish it was as easy to add ads to an app as it is to add a button or some text. If you have any information that would help my situation please respond
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