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Implementing iAds on a SceneKit view


Implementing iAds on a SceneKit view

By : user2955488
Date : November 22 2020, 10:40 AM
Hope that helps Ok Indrajeet was correct. needed to be added to the super rather than self. Code now looks like:
override func viewDidLoad() {
code :
    super.viewDidLoad()
    super.view.addSubview(adBannerView) // This is where I needed to add the banner.

    /* Other setup stuff here */

    setupAds()
}

func setupAds() {
    adBannerView.center = CGPoint(x: adBannerView.center.x, y: view.bounds.size.height - adBannerView.frame.size.height / 2)
    adBannerView.center = CGPoint(x: view.bounds.size.width / 2, y: view.bounds.size.height - adBannerView.frame.size.height / 2)
    adBannerView.delegate = self
    adBannerView.hidden = true
}

  // iAd delegates
func bannerViewWillLoadAd(banner: ADBannerView!) {
    println("bannerViewWillLoadAd")
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
    banner.hidden = false
    println("bannerViewDidLoadAd")
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
    println("bannerViewActionDidFinish")
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
    println("bannerViewActionShouldBegin")
    return true 
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
    println("bannerViewError")
    println(error)
}


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Implementing iAds Correctly in iOS7

Implementing iAds Correctly in iOS7


By : jennifersmith
Date : March 29 2020, 07:55 AM
I hope this helps you . There must have been an issue with the iAd network. Tested exact same code a day later and it magically work now on the device.
Test iAds are good, but live iAds fail

Test iAds are good, but live iAds fail


By : Jincheng Zou
Date : March 29 2020, 07:55 AM
may help you . After a few days, I was getting ready to call for support, and then the iAds started working. So I guess the answer is that there is potential for a lag to occur between an app going live and ads populating for that app.
Initially when the ads started coming in, the fill rate wasn't much above 50% and I was only seeing the one ad for iTunes Radio, but at least the ads had started working. Now fill rate is up to 67% and I'm seeing a bit more of a variety with the ads.
Implementing toon effect with Metal shader and SceneKit

Implementing toon effect with Metal shader and SceneKit


By : Hanford Ace Aguilar
Date : March 29 2020, 07:55 AM
I hope this helps . This type of single-pass view-space technique is necessarily going to produce worse results than the normal-extrusion technique, but in order for it to work at all, you need to get a grip on your coordinate spaces.
What's the aim here? Well, we want to notice when the surface normal is nearly perpendicular to the view direction, and bypass our usual lighting calculations, returning a solid silhouette color instead.
code :
out.eyeNormal = (scn_node.modelViewTransform * float4(in.normal, 0)).xyz;
float3 normal = normalize(in.eyeNormal);
float edgeFactor = normal.z <= 0.3;
return mix(float4(ambientTerm + diffuseTerm, 1.0), float4(1, 1, 0, 1), edgeFactor);
How to integrate iAds and AdMob if iAds fails

How to integrate iAds and AdMob if iAds fails


By : Stephen
Date : March 29 2020, 07:55 AM
wish of those help You should use a Mediation solution. One example is AdMob Mediation. All you need to do is write code against the AdMob API, plug in the iAd adapter library (available here), and configure a Mediation placement to request iAd and backfill AdMob.
iAds with swift in table view

iAds with swift in table view


By : CRISTIAN CANO PALOMA
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , hi can u help me i want to iAdd in my scroll view controller but and i add it but it show on top of my table :( in swift , Try this
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