Comments (12)
Hey! Unfortunately no :/. The current implementation was made with android in mind, and porting it to iOS is hard (some people have tried and didn't have success). I also can't do it myself because I don't have a mac, so porting it to iOS depends on the community.
from native_admob_flutter.
And my goal, when I started to make this plugin, was to make a plugin better than flutter_native_admob, which I achieved.
from native_admob_flutter.
True. The performance issues would be there even after the full-support for iOS because it uses hybrid composition. In Android, Virtual Display is used by default, but unfortunatelly it's not enabled on iOS. Even the official google_mobile_ads plugin have the same performance issue. Tho in release mode it shouldn't affect performance the way it does on debug mode.
from native_admob_flutter.
Well, this is a bit misleading then... You named your package "native_admob_flutter" and even the README shows iOS as supported platform. We were in hope that we can use the Widgets, which btw work great on Android, on iOS too, in a near future.
Also, you could just set up macOS on VMWare. It works great and is sufficient for testing purposes. I used it myself for a while, until I bought a cheap intel Nuc and built a "hacintosh" for cheap.
from native_admob_flutter.
We were in hope that we can use the Widgets
This was my plan for this plugin from the beggining, but it isn't a viable option, then I decided to make it look mostly like widgets.
Using Widgets should come from google (in their admob plugin). It's their framework and it's their ad server, it shouldn't be up to the community to do so. There are a lot things I'd like to do with this plugin but I can't because of such limitations, and there's nothing I can do about it.
The reason NativeAds in iOS isn't supported is because of Android. The current implementation was thought on Android and I had no idea how it's like to program in SwiftUI
(iOS) the time I developed this. Porting this to iOS means I'd need to recreate the whole NativeAd implementation in a way it'd be good for both SwiftUI
and for Android
Also, I think everyone should read Developer's note at the top of the NativeAd wiki.
Also, you could just set up macOS on VMWare.
Unfortunally this isn't a viable option. A macOS VM takes more than 15GB of disk, and I'm not doing this.
Either way, if anyone want to do the iOS implementation for iOS, I can guide you through discord: https://discord.gg/674gpDQUVq
Bruno.
from native_admob_flutter.
Using Widgets should come from google (in their admob plugin). It's their framework and it's their ad server
I totally agree here! When they announced google_admob recently, I was hoping they've tackled this issue, which they didn't, and this is something that pisses me off. They just did something, that some developers have had already done before, like you did, but IMHO, you even did a better job 👍
I'd love to contribute, but I'm absolutely not familiar with Swift/Kotlin.
I hope someone is willing to pick up on the iOS side, this would really be helpful.
Unfortunally this isn't a viable option. A macOS VM takes more than 15GB of disk, and I'm not doing this.
Dude, are u workin' on an Raspberry Pi with 64GB SD-card? 😂😂
from native_admob_flutter.
I mean, some progress is already done with NativeAds on iOS. You can run the example app and the native ads looks kinda the same, but it's totally not stable. The thing left to do is make it look like the same as Android, which I can't achieve.
Dude, are u workin' on an Raspberry Pi with 64GB SD-card? 😂😂
🤣
from native_admob_flutter.
I hope someone made it.
from native_admob_flutter.
Thanks for your great plugin. This plugin is much more performant than the official google_mobile_ads plugin. I just wanted to know if the support for iOS is implemented or not? because the docs says it does. However I haven't been able to make it work on iOS. The app just jumps out, and in xCode I get the following error:
Module 'native_admob_flutter' not found
from native_admob_flutter.
@ramtinq It is implemented. Can you try running flutter clean
?
from native_admob_flutter.
Thank you. The problem was caused by me forgetting to run pod install
in ios directory after adding this plugin to my pubspec.yaml.
Now I have another problem: The UI in iOS is too much laggy after adding Native ads via this plugin. Without ads, the app runs on my iOS device smoother than my android device, so the problem shouldn't probably be with the iOS device having lower hardware resources.
In Android however, showing a Native ad via this plugin seems not to affect the smoothness/performance at all (in contrast to using google_mobile_ads plugin in the exact same app, which is as laggy as the iOS version of this plugin in both Android & iOS).
PS: I'm showing native ads inside draggable Positioned widgets.
would be so much thankful if any improvements could be made on the iOS support of this plugin.
Thanks.
from native_admob_flutter.
Please see #58
from native_admob_flutter.
Related Issues (20)
- Native Ad not working - MissingPluginException HOT 35
- MobileAds.initialize issue HOT 3
- The ads I implemented do not show up in AppReview. HOT 2
- Fatal Exception: java.lang.StackOverflowError (Android 9)
- Doesn't work on android 12
- Error MissingPluginException on Android 11 HOT 1
- Banner ads issue HOT 5
- Blinking in Flutter 2.8 HOT 6
- Cancel/reset rewardAd events listener HOT 1
- [iOS] Cannot find an ad network adapter with the name(s): com.google.DummyAdapter.
- Using Interstitial ad with AppOpen ad HOT 2
- [Feature Request] Mute ads at app level HOT 2
- Native Ads are not working anymore
- [QUESTION] Is it necessary to show the openAppAd from the splash screen? HOT 2
- Adaptive banner not getting size properly HOT 2
- Issue: Violation of Families Policy Requirements HOT 3
- Cannot find 'kGADAdSizeBanner' in scope HOT 17
- Not Working on Android 12
- Initializing failed
- Cannot find 'kGADAdSizeBanner' in scope
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