godot-applovin-max
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Rewarded callbacks not firing properly
First off great work with Nativelibs! A lot of it is working surprisingly well and is quite easy to setup.
Maybe this is me misunderstanding how the callbacks are meant to work but it seems like they all just fire after i've finished a rewarded ad?
I am currently running in test mode if that makes a difference. This is my logcat output.
10-26 14:32:24.465 8163 8212 I godot : pressed applovin max
10-26 14:33:16.386 8163 8212 I godot : open rewarded video ad
10-26 14:33:16.386 8163 8212 I godot : rewarded video ad started
10-26 14:33:16.387 8163 8212 I godot : rewarded video ad completed
10-26 14:33:16.387 8163 8212 I godot : on rewarded
10-26 14:33:16.828 8163 8212 I godot : rewarded video ad closed
Godot:
class RewardedAd:
signal reward_loaded(id)
func _on_rewarded_video_ad_loaded(id: String):
emit_signal("reward_loaded", id)
func _on_rewarded_video_ad_failed_to_load(id: String, error: String):
print("failed to loaded rewarded ad")
pass
func _on_rewarded_video_ad_opened(id: String):
print("open rewarded video ad")
pass
func _on_rewarded_video_ad_left_application(id: String):
print("rewarded ad left application")
pass
func _on_rewarded_video_ad_closed(id: String):
print("rewarded video ad closed")
pass
func _on_rewarded_video_started(id: String):
print("rewarded video ad started")
pass
func _on_rewarded_video_completed(id: String):
print("rewarded video ad completed")
pass
func _on_rewarded(id: String, reward: String, amount: int):
print("on rewarded")
pass
It fires events internally at right time, but they will be processed by godot only when the main view of you application became active.
That makes sense, thx!