how to put admob ads on my godot application ?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By ricardohogan
:warning: Old Version Published before Godot 3 was released.

i’ve read a lot of questions and tutorials with the same topic as mine, but im still not clear.
it seems that to add admob to your game, first you need to get the modules, but before that, you need to compile your files correct if im wrong. this is where the problem begins

i’ve read Compiling for Android — Godot Engine (latest) documentation in English and Página Pessoal de Shin-NiL: Tutorial: Compiling an Android Module for Godot .

it says that I need to download several programs first to get started. I’ve download it, but the ANDROID_HOME and ANDROID_NDK_ROOT doesnt exixst so i cant edit its path. Do I need to create a new variables ?


also, is there any easy way to do this ?

Is pretty easy once you set up correctly all the tools (and you survive in the process if using windows).

If Android HOME and SDK environment variables do not exist, then you need to create them.

eons | 2017-07-16 22:09

thx a lott ! im already try the other steps after that ,and now my problem is when i use type scons paltform blahblah, it says :" ‘scons’ is not recognized as an internal or external command, operable program or batch file." my SConstruct file is already in my godot folder in drive C, how to fix it ?

ricardohogan | 2017-07-20 16:52

The one that says “compiling for your_ operating _system” have instructions on how to install and configure scons.

I guess that is Windows so it should be:
Compiling for Windows — Godot Engine (latest) documentation in English

Just the python and scons configuration may be enough, I think (no need to deal with visual studio mess, if I’m not wrong).

eons | 2017-07-20 22:03

okay, i see. I’ve configure pthon and scons. now its working but im still not sure. Is this the right result ? *look at the photo

also, in Compiling for Android — Godot Engine (latest) documentation in English
, it says that the resulting apk will be in “bin\android_debug.apk”.
where’ is this located? i dont find any “bin” folder here (C:\Users\user\godot).

im trying to ignore these things, and manage to finish the tutorials. but when I debug it on my phone, it exits/stops immediately. (I use the GodotGooglePlayServices module from bbAdmob). can you tell me where the problem is ?

btw, thanks a lot ! XD

ricardohogan | 2017-07-23 16:58

I have tried to fix the image you have added but seems to be private or something.


You need to run scons and (when scons completed without errors) gradlew like that page says, always where you have godot sources.


And try to look at the docs for 2.1 (currently stable too) if you are building 2.1, that part is currently the same but some day may change (you can change versions of the docs on the bottom left of the page).
Compiling for Android — Godot Engine (2.1) documentation in English

eons | 2017-07-23 21:18

sorry for the picture, i’ve fixed the image, what do you think about it ?

ricardohogan | 2017-07-24 17:10

:bust_in_silhouette: Reply From: DrMoriarty

For Godot 3.2.3 you can use binary precompiled modules for ad mediation networks. It didn’t require recompile engine nor recompile your export templates.
All binary modules can be installed from NativeLib addon which can be found at AssetLib.
See GitHub - DrMoriarty/nativelib: NativeLib is a plugin management system for Godot engine.
GitHub - DrMoriarty/godot-tapdaq: Tapdaq plugin for Godot engine.
GitHub - DrMoriarty/godot-applovin-max: AppLovinMax plugin for godot engine.