Ad Placements
You can set a placement name for each ad unit (for example, “Rewarded VideoLevels”, “INTER_levelEnd”, or “RewardedVideoCoinStore”). This can help you aggregate statistics for different placement categories. Below are code snippets that show how you set the placement name for various ad formats.
For banners and MRECs you must set the placement name immediately after you create the banner or MREC.
Banner
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UAppLovinMAX::CreateBanner(ad_unit_id, position); UAppLovinMAX::SetBannerPlacement(ad_unit_id, placement);
MREC
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UAppLovinMAX::CreateMRec(ad_unit_id, position); UAppLovinMAX::SetMRecPlacement(ad_unit_id, placement);
Interstitial
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UAppLovinMAX::ShowInterstitial(ad_unit_id, placement);
Rewarded
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UAppLovinMAX::ShowRewardedAd(ad_unit_id, placement);
Mute Audio
You can mute audio for certain mediated SDK networks when you launch your app. The networks that support this functionality via the AppLovin SDK are Google bidding and Google AdMob, AppLovin, DT Exchange, Google Ad Manager, Liftoff Monetize, LINE, Mintegral, Tencent, and Verve. For other networks, consult your network’s account team to learn whether this functionality is available and how to access it. The following code snippet shows how you mute audio on the supported networks:
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UAppLovinMAX::SetMuted(true); // to mute UAppLovinMAX::SetMuted(false); // to unmute
Set the mute state before you load ads. Some networks (like Google bidding and Google AdMob) return muted or unmuted videos depending on what the mute state is before ad load.
Enable Verbose Logging
Enable verbose logs with the following call:
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UAppLovinMAX::SetVerboseLoggingEnabled(true);
To verify that you enabled verbose logs successfully you can check for the line that reads Verbose Logging On: true in the initialization section of the AppLovin SDK logs:
AppLovin SDK Version: 11.4.2 ⋮ Verbose Logging On: true ⋮
AppLovin SDK tags its logs with the tag /AppLovinSdk: [AppLovinSdk].
Creative ID and Network Name
You can retrieve the creative ID and the network name of displayed ads of various mediated networks. Refer to the Creative Debugger documentation for more information.