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$10 eCPM GUARANTEED. Meet RevMob!

Discussion in 'General Discussion' started by RevMob, May 7, 2012.

  1. paulocheque

    paulocheque

    Joined:
    Sep 12, 2012
    Posts:
    1
    Hi Laydan.

    Your Game Object MUST have the name RevMobEventListener, otherwise you will get this kind of message.
    Also, be sure the file RevMobEventListener.cs is really attached to the Game Object. If you deleted some metadata this information may may have been lost.

    Regards
     
  2. haggis

    haggis

    Joined:
    Mar 5, 2010
    Posts:
    91
    Just following up from my previous post... Got paid today which is only a few days later than expected so I can now say I am well happy with RevMob.

    Up until the past week I have still been achieving over $10 eCPM and peaked at just over $18 eCPM a month ago. It's dropping away now but so are my downloads so it's time for an update. Also I'm still not on the latest SDK from RevMob so updating to that will also help I guess.
     
  3. Gagg

    Gagg

    Joined:
    Sep 25, 2012
    Posts:
    4
    @haggis
    Which ad units you are using to get eCPM above $10? How you are displaying them in your app??

    Thanks for the help!
     
  4. Brent_M

    Brent_M

    Joined:
    Sep 9, 2012
    Posts:
    32
    Shouldn't this be in Showcase, or something? Feels a bit spammy for the gossip area.
     
  5. cheezorg

    cheezorg

    Joined:
    Jun 5, 2008
    Posts:
    394
    Just wanted to chime in here and say that I've been very happy with RevMob. I've been running them in my games for a few months now and have been paid twice, and on time. I've found that CPMs vary (from $5 to $25 in my experience) depending on what kind of app you have and where it's popular (some regions pay better than others). Email support has been great as well.
     
  6. haggis

    haggis

    Joined:
    Mar 5, 2010
    Posts:
    91
    @Gagg
    Not sure what you mean by ad units. If you explain further I'll try to answer. I'm displaying a full page ad between my main menu and the level selection. I felt this wasn't too intrusive. I also have iAd / Mobclix banners but they are not very fruitful at the moment.

    @Brent_M
    There is some gossip earlier in this thread about Revmob being a scam so I think it is under the correct category. I just wanted to share my personal experience which has proven to be all good.
     
  7. Gagg

    Gagg

    Joined:
    Sep 25, 2012
    Posts:
    4
    @haggis
    I mean if your are using revmob full page, banner, etc... you display the full page only between the main menu and level selection? this means you show it once per session only, am I correct? Just want to understand your strategy...
     
  8. haggis

    haggis

    Joined:
    Mar 5, 2010
    Posts:
    91
    Okay I understand now. For Revmob I have a full page showing each time the player goes from the main menu to the levels selection menu so if the player opts to return to the main menu then play a level again, the ad page would be shown twice. Hope this helps.
     
  9. Gagg

    Gagg

    Joined:
    Sep 25, 2012
    Posts:
    4
    I was told to use in the game over screen as well. This is not a good idea?
     
  10. haggis

    haggis

    Joined:
    Mar 5, 2010
    Posts:
    91
    I'm no expert @Gagg so I can only share what have done. I'm sure there are better ways to increase eCPMs but I personally wouldn't want to interfere too much with the gameplay. I do have Mobclix banner ads during gameplay which I don't think are too obtrusive for a free game however they do not perform very well these days.
     
  11. Gagg

    Gagg

    Joined:
    Sep 25, 2012
    Posts:
    4
    @haggis
    Thanks for the help! I'll try the full page as well and see how it goes!
     
  12. Deleted User

    Deleted User

    Guest

    Hi everyone !

    I have a big question about interaction between iGUI and Revmob.
    I've been working with iGUI to generate all of GUIs of my project and I wanna to use revmob as my Ads provider.

    I need a technical support to do this integration.

    this is a very simple code example that I use to create the GUI:


    import iGUI;

    private static var instance : iGUICode_home; function Awake(){ instance=this; } static function getInstance(){ return instance; } @HideInInspector var intHorizontalSlider1 : iGUIIntHorizontalSlider; @HideInInspector var panel2 : iGUIPanel; @HideInInspector var panel1 : iGUIPanel; @HideInInspector var tabPanel1 : iGUITabPanel; @HideInInspector var container3 : iGUIContainer; @HideInInspector var button1 : iGUIButton; @HideInInspector var container2 : iGUIContainer; @HideInInspector var image1 : iGUIImage; @HideInInspector var container1 : iGUIContainer; @HideInInspector var root1 : iGUIRoot;


    function load_btn_Click(caller : iGUIButton){ Application.LoadLevel (2); }

    function exit_btn_Click(caller : iGUIButton){ Application.Quit (); }


    container2_MouseOver(caller : iGUIContainer){

    //this is the container that will receive the revmob ads(banner ad) function


    // revmob.CreateBanner();

    }

    Revmob - Can you help me to do that ? to do the interaction between revmob and iGUI ?


    Best Regards,
     
  13. Theformand

    Theformand

    Joined:
    Jan 2, 2010
    Posts:
    271
    EDIT: Solved, I wasnt aware that the showFullscreen method had a gameobject argument. Silly me.


    I have an implementation question here. Ive succesfully managed to show a fullscreen ad. I do this in a separate scene. However, when the user either clicks the ad, or closes it, I would like to load my menu scene. In the ad scene I have a gameobject which contains the following script:

    Code (csharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using System.Collections.Generic;
    4.  
    5.  
    6. public class ShowAdd : MonoBehaviour,IRevMobListener {
    7.  // Just replace the IDs below with your appIDs.
    8.     private static readonly Dictionary<string, string> appIds = new Dictionary<string, string>() {
    9.     { "Android", "MYAPPIDISHERE"},
    10.     { "IOS", "DONTHAVEANIOSAPPYET" }
    11.     };
    12.     private RevMob revmob;
    13.  
    14.     void Awake() {
    15.     Debug.Log("Creating RevMob Session");
    16.     revmob = RevMob.Start(appIds);
    17.         revmob.ShowFullscreen();
    18.     }
    19.    
    20. #region IRevMobListener implementation
    21.  
    22.   public void AdDidReceive (string revMobAdType)
    23.   {
    24.     Debug.Log("Ad did receive.");
    25.   }
    26.  
    27.   public void AdDidFail (string revMobAdType)
    28.   {
    29.     Debug.Log("Ad did fail.");
    30.   }
    31.  
    32.   public void AdDisplayed (string revMobAdType)
    33.   {
    34.     Debug.Log("Ad displayed.");
    35.   }
    36.  
    37.   public void UserClickedInTheAd (string revMobAdType)
    38.   {
    39.     Debug.Log("Ad clicked.");
    40.         StartCoroutine(WaitAndLoadMenu());
    41.   }
    42.  
    43.   public void UserClosedTheAd (string revMobAdType)
    44.   {
    45.     Debug.Log("Ad closed.");
    46.         StartCoroutine(WaitAndLoadMenu());
    47.   }
    48.  
    49.   public void InstallDidReceive (string revMobAdType)
    50.   {
    51.     // Do not implement.
    52.   }
    53.  
    54.   public void InstallDidFail (string revMobAdType)
    55.   {
    56.     // Do not implement.
    57.   }
    58.    
    59.     public IEnumerator WaitAndLoadMenu(){
    60.    
    61.        
    62.         yield return new WaitForSeconds(1f);
    63.        
    64.         Application.LoadLevel("Menu");
    65.        
    66.     }
    67.  
    68.   #endregion
    69. }
    70.  
    I was under the impression that If i implemented the IRevMobListener interface, I could simply put my code in the methods here, which should load the menu scene upon either clicking an ad, or closing it. Please nevermind the fact im using a coroutine to load the menu, I was messing around with a few solutions. What am i doing wrong? when closing the add, the game just returns to my empty ad scene. Thanks!

    EDIT: the gameobject with this script also contains an RevMobEventListener
     
    Last edited: Oct 27, 2012
  14. haroonalam

    haroonalam

    Joined:
    Sep 1, 2012
    Posts:
    4
    Hi, How can I change position or size of banner ?
     
  15. kazura

    kazura

    Joined:
    Jan 23, 2013
    Posts:
    1
    revmob is a scam.They never pay you!
     
  16. Ethan

    Ethan

    Joined:
    Jan 2, 2008
    Posts:
    501
    did you hit the payout threshold kazura?
     
    Last edited: May 16, 2013
  17. LuxUnity

    LuxUnity

    Joined:
    Sep 29, 2010
    Posts:
    717
    In Xcode i get this error:

    RevMobAdvertiser.h file not found

    Anyone could help me?
     
  18. mokko6

    mokko6

    Joined:
    Nov 21, 2012
    Posts:
    88
    The Revmob scammers are based in Brazil. Their plugin code is full of errors and lacks proper documentation. And good luck collecting your money when they eventually go under like Mobclix and Inneractive.
     
    Last edited: Aug 9, 2013
  19. arjeriababa

    arjeriababa

    Joined:
    Jan 26, 2014
    Posts:
    22
    Hello Sir, Currently I am Using StartApp Unity but no PPD supported in it.My first question is Is PPD supported in Unity3D RevMob Plugin? Another think is Can you please tell the full procedure to Implement the plugin in Unity. Thanks in Advance.
     
  20. vickygroups

    vickygroups

    Joined:
    Apr 2, 2014
    Posts:
    16
    I can't get RevMob to work on Android. Are any of the above good for kids' apps? In other words, age appropriate?
     
  21. siddharth3322

    siddharth3322

    Joined:
    Nov 29, 2013
    Posts:
    1,049
    I found problem regarding banner using revmob latest plugin.
    At present on eclipse logcat I have following message:

    08-29 13:49:45.842: I/[RevMob](12165): Loading Banner
    08-29 13:49:54.171: I/[RevMob](12165): Banner loaded - 53e8843f225cdccd507be999

    But it didn't show any banner.
    I just called following method on button click

    public void ShowRevmobBanner()
    {
    Debug.Log("Show Revmob Banner");
    loadedBanner = revmob.CreateBanner(RevMob.Position.BOTTOM);
    loadedBanner.Show();
    }

    On start of script, I placed session start code. At present I have interstitial loaded successfully.
    I want some suggestion in this problem.
     
  22. mostwanted9192

    mostwanted9192

    Joined:
    Jun 21, 2013
    Posts:
    15
    Hi,
    Im facing an issue in integrating revmob banner ads into my iOS project. Whenever i display banner at the bottom it stick to left side in landscape left no matter what position i have given for x-axis. The banner is displaying correctly in android, but has an issue in iOS. Please tell me how can i re-position it.
    Thanks.
     
  23. 00yoshi

    00yoshi

    Joined:
    Jan 24, 2015
    Posts:
    16
    I integrated reward videos but it doesn't shows them, the function revMob.ShowRewardedVideo() doesn't even exist, here are my (important parts of) code:
    Code (CSharp):
    1. using UnityEngine;
    2. using UnityEngine.UI;
    3. using System.Collections;
    4. using System.Collections.Generic;
    5.  
    6. public class Display : MonoBehaviour, IRevMobListener
    7. {
    8.     static readonly Dictionary<string, string> REVMOB_APP_IDS = new Dictionary<string, string> () {
    9.         { "Android", "559e7626514136cd6cd592d1"},
    10.     };
    11. int heartCount
    12.     RevMob revMob;
    13.     RevMobFullscreen rewardedVideo;
    14.     RevMobLink link;
    15.     bool videoLoaded;
    16.  
    17.     void Start ()
    18.     {
    19.         moreHeartsButton.SetActive (false);
    20.         revMob = RevMob.Start (REVMOB_APP_IDS, "Main Camera");
    21.         rewardedVideo = revMob.CreateRewardedVideo ();
    22.         link = revMob.CreateLink ();
    23.     }
    24.  
    25.     public void WatchAd ()
    26.     {
    27.         rewardedVideo.ShowVideo ();
    28.     }
    29.  
    30.     public void RewardedVideoLoaded ()
    31.     {
    32.         moreHeartsButton.SetActive (true);
    33.         videoLoaded = true;
    34.         Debug.Log ("RewardedVideoLoaded.");
    35.     }
    36.  
    37.     public void RewardedVideoCompleted ()
    38.     {
    39.         Debug.Log ("Give Rewards");
    40.         heartCount += 10;
    41.     }
    42. }
    But ADM (and DDMS) say that no video is available (and the button doesnt show up)