system
April 25, 2018, 8:21pm
1
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Asked By
kkaalleebb
Hello, I’ve been trying to follow GitHub - kloder-games/godot-admob: Module Admob for Godot engine for iOS
I dragged the admob directory into the modules folder in the Godot source. I downloaded the Google Mobile Ads SDK and dropped the framework inside the directory “admob/ios/lib”.
How do I recompile the iOS export template? I tried opening up terminal and typing
“git clone GitHub - godotengine/godot: Godot Engine – Multi-platform 2D and 3D game engine ” After that had finished I tried
“scons p=iphone target=debug” But it just says “-bash: scons: command not found”
Not to sure what to do.
I am using Godot v3.0.2.stable.official
system
April 25, 2018, 8:46pm
2
Reply From:
volzhs
You need scons
for compiling templates.
Here is instruction for compiling iOS template.
Requirements: Python 3.6+., SCons 3.0+ build system., Xcode(or the more lightweight Command Line Tools for Xcode).. If you are building the master branch: Download and follow README instructions to...
Hey just finished compiling.
How do I open this new build?
Do I just open normal godot as before?
kkaalleebb | 2018-04-25 23:48
system
January 8, 2021, 2:37pm
3
Reply From:
DrMoriarty
For Godot 3.2.3 you can use binary precompiled modules for ad mediation networks. For iOS there is Applovin-MAX module which allows you to connect AdMob account into mediation stack.
For installation you need NativeLib addon which can be found at AssetLib.
More info: GitHub - DrMoriarty/nativelib: NativeLib is a plugin management system for Godot engine.
GitHub - DrMoriarty/godot-applovin-max: AppLovinMax plugin for godot engine.