I am trying to show a rewarded video in my mobile game but it seems like I can't load the admob. I basically coppied the code from the Shin-Nil admob for Godot 3 example and made some alterations (link below)
https://github.com/kloder-games/godot-admob/tree/master/examples/godot-3
The example project already works fine on my device, so I think it must be a problem in my project.
var admob = null
var isReal = false
var isTop = true
var adBannerId = "ca-app-pub-3940256099942544/6300978111" # test id
var adInterstitialId = "ca-app-pub-3940256099942544/1033173712"
var adRewardedId = "ca-app-pub-3940256099942544/8691691433"
var debug = null
var isbieunguloaded = false
var istrunggianloaded = false
func _ready():
if(Engine.has_singleton("AdMob")):
admob = Engine.get_singleton("AdMob")
admob.init(isReal, get_instance_id())
loadBanner()
loadInterstitial()
loadRewardedVideo()
else:
print("No admob singleton")
<Some code not relevant do ads>
# Loaders
func loadRewardedVideo():
if admob != null:
admob.loadRewardedVideo(adRewardedId)
# Events
func _on_BtnRewardedVideo_pressed():
if admob != null:
print("admob != null: showing video")
admob.showRewardedVideo()
print("null admob")
func _on_admob_network_error():
print("Network Error")
if(Engine.has_singleton("AdMob")):
admob = Engine.get_singleton("AdMob")
admob.init(isReal, get_instance_id())
loadBanner()
func _on_rewarded_video_ad_loaded():
print("Rewarded loaded success")
#get_node("CanvasLayer/BtnRewardedVideo").set_disabled(false)
func _on_rewarded_video_ad_closed():
print("Rewarded closed")
#get_node("CanvasLayer/BtnRewardedVideo").set_disabled(true)
loadRewardedVideo()
func _on_rewarded(currency, amount):
print("Reward: " + currency + ", " + str(amount))
#get_node("CanvasLayer/LblRewarded").set_text("Reward: " + currency + ", " + str(amount))
func _on_get_magnets_released():
_on_BtnRewardedVideo_pressed()
When I run that project on my device, it Outputs "No admob singleton", so I can't initiate the admob variable (look at the if-else loop on the _ready function). Am I forgetting to do something.
I have spotted another problem: The projects settings for the example project that is working and my project are different, as seen in the image below. The android menu is missing. I am pretty sure this is causing the problem, but I don't know how to solve it.

I am sorry for any spelling errors, English is not my main language.