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Further, you can see that it's probably not intended to be load by looking at this line, which is firing the same signal, but correctly from the load call:
Godot version
3.5.3
Plugin version
v2.1.0
Phone information
All iOS devices
Issue description
When the GAD delegate calls to https://developers.google.com/admob/ios/api/reference/Protocols/GADFullScreenContentDelegate#-ad:didfailtopresentfullscreencontentwitherror:, the plugin fires the interstitial_failed_to_load signal. However, because it's attempting to present it, it should be interstitial_failed_to_show. This is of course in an older version, but is a simple fix, and I'm happy to open a PR for it, just can't at the moment due to having to find a work-around for this in my app.
Steps to reproduce
The issue is right here:
godot-admob-ios/plugin/admob/src/formats/Interstitial.mm
Line 87 in 4ceb5f9
Further, you can see that it's probably not intended to be load by looking at this line, which is firing the same signal, but correctly from the load call:
godot-admob-ios/plugin/admob/src/formats/Interstitial.mm
Line 50 in 4ceb5f9
Additional context
If you're willing to make a new release and don't have time to fix this yourself, I'm happy to open a PR. Let me know!
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