ksvslk / godot-ironsource-android

Godot Android plugin to use IronSource SDK

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Godot IronSource Android plugin

Godot Android plugin for IronSource SDK.

Description

  • Ad units supported: BANNER, REWARDED_VIDEO, INTERSTITIAL
  • Ad networks (currently added): AdMob, AdColony, AppLovin

Getting Started

Dependencies

  • Godot 3.2.1
  • Android Build template

Installing

  1. Set up custom build for Android. After that you should have android/build directory in your Godot project.
  2. Open the build directory in your favourite text editor.
  3. Open AndroidManifest.xml
  • Insert attributes tools:replace="allowBackup, label" android:allowBackup="false" inside <application> tag:

    AndroidManifest.xml

  1. Open gradle.properties
  • Insert android.useAndroidX=true and android.enableJetifier=true to the end:

    gradle.properties

  1. Clone or download this plugin and place it inside android folder like so:

    godot-ironsource-android

  2. If using AdMob, then insert your APP ID to AndroidManifest.conf inside plugin folder

    AndroidManifest.conf

    WARNING: If you leave the value as it is, the application will crash. So if you are not using AdMob remove AdMob related stuff.

  3. In Godot under Project Settings add the plugin to Modules

    Modules

  4. Add IronSource.gd as autoloadable singleton for convienience:

    Autoload

Executing program

  • Edit IronSource.gd and insert your APP_KEY and ad units:
const APP_KEY = "<INSERT_YOUR_APP_ID>"
onready var ad_units: Array = [BANNER, REWARDED_VIDEO, INTERSTITIAL]
  • Then anywhere in code:
IronSource.show_rewarded_video("Level_Complete")
  • Check singleton IronSource.gd for all methods and callbacks

Help

Before going live comment out IntegrationHelper.validateIntegration(activity); from IronSourcePlugin.java

If you want to add new ad networks make sure it complies with the requirements

Acknowledgments

Work based on:

About

Godot Android plugin to use IronSource SDK

License:MIT License


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Language:Java 76.1%Language:GDScript 23.9%