game-ads
Skill1 starsChanged 52 days agoMITView on GitHub
Add or fix advertising in a mobile game or app — AdMob, Google Ad Manager, and mediation through AppLovin MAX, Unity LevelPlay/ironSource or Liftoff. Covers banner, interstitial, rewarded, rewarded interstitial, app open and native formats, placement and frequency design, eCPM and fill, GDPR/DMA consent with the UMP SDK, Apple ATT, COPPA and the Google Play Families ads policy, test ad units, and how ads coexist with a remove-ads purchase. Use when integrating an ad SDK, choosing formats, diagnosing low revenue or no fill, or checking ad policy compliance for a kids' app.
In this repository4 other files it gives its agents.
- app-authSkill
- game-iapSkill
- store-listingSkill
- store-releaseSkill
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 2 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 25
If you sell a premium unlock, a remove-ads entitlement is mandatory, and buying it must remove ads instantly without a restart.
- Distinctive: line 44
Start with AdMob alone. Add mediation when you have enough daily impressions that a second network's bid actually competes — below roughly …
- Distinctive: line 53
Test ad unit IDs only, until release: Never hit production units during development — Google treats self-clicking as invalid traffic and …
- Very specific: line 74
Never set both to true — the child-directed setting wins, and Google applies the most conservative treatment.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Game Ads
Ads are a product decision before they are an integration. The SDK takes a day; the placement design decides whether the game survives its own monetization.
Decide first
1. Should this game have ads at all?
| Signal | Lean |
| Premium unlock already converts, small audience, kids' game | No ads. Ads in a paid kids' game are a policy minefield and a review magnet, and cannibalize the unlock. |
| Large free audience, short sessions, low intent to pay | Ads, mostly rewarded |
| Mid-size audience, some payers | Hybrid: rewarded ads + a "remove ads" or premium purchase |
If you sell a premium unlock, a remove-ads entitlement is mandatory, and buying it must remove
ads instantly without a restart. See the game-iap skill for the entitlement plumbing.
2. Which formats?
| Format | Player cost | Use when | Avoid when |
| Rewarded | Opt-in, positive | extra life, double coins, hint, skip a wait | never a reason to avoid it — this is the format to start with |
| Rewarded interstitial | Opt-out with a countdown | natural transition where a reward makes sense | kids' apps |
| Interstitial | Forced | between levels, after a run ends | during gameplay, on app start, before the first interaction |
| Banner | Persistent screen space | menus, low-attention screens | over gameplay controls; anchored banners eat safe-area space on notched phones |
| App open | Forced at launch/resume | resume after a long background | cold start before your own loading screen; this is a top rejection cause |
| Native | Blends in | shop lists, level select | anywhere it could be mistaken for a game button — that is a policy violation |
Hard rule: never place an ad where a mis-tap is likely. Accidental clicks get your AdMob account limited or disabled, and that is far more expensive than the lost impression.
3. Direct AdMob or mediation?
Start with AdMob alone. Add mediation when you have enough daily impressions that a second
network's bid actually competes — below roughly 50k daily impressions the extra SDKs,
consent surface and crash risk cost more than the eCPM lift.
Details: references/mediation-and-networks.md
Integration order that avoids rework
- Consent first. UMP SDK, before any ad request. If you bolt consent on later you will have shipped requests that had no legal basis, and the fix is a forced update.
- Test ad unit IDs only, until release. Never hit production units during development — Google treats self-clicking as invalid traffic and suspends accounts without much dialogue.
- One format end to end (rewarded), including the reward-not-granted path.
- Then the rest.
Android specifics and code order: references/admob-integration.md
Consent, privacy and children
This is where ads go wrong legally rather than technically. Full detail in
references/consent-and-kids.md. The load-bearing facts:
- UMP SDK call order, every launch:
getConsentInformation→requestConsentInfoUpdate→loadAndShowConsentFormIfRequired→ checkcanRequestAds()before initializing the ads SDK / requesting an ad. Also expose a persistent "Privacy options" entry point whengetPrivacyOptionsRequirementStatus()says it is required. - iOS: App Tracking Transparency is separate from UMP consent. No IDFA without ATT authorization, and the ATT prompt must follow your own explanation screen, not precede it.
- Child-directed: AdMob's
setTagForChildDirectedTreatment(TRUE)disables interest-based ads and remarketing and stops transmission of the advertising ID.setTagForUnderAgeOfConsent(TRUE)disables personalized ads for under-age-of-consent users. Never set both to true — the child-directed setting wins, and Google applies the most conservative treatment. Also setsetMaxAdContentRating("G")for a children's game. - Google Play Families policy: apps whose target audience includes children may only use self-certified ad SDKs from Google's published list (AdMob/Ad Manager, Unity Ads, ironSource, Vungle and about ten others). A non-certified SDK may only serve users you have established are adults via a neutral age screen. Ads must be age-appropriate, and the Play Console target-audience and ads declarations must match what the app actually does.
- Apple: the Kids Category forbids behavioural advertising outright, and as of 2026 Apple's age-rating system (4+/9+/13+/16+/18+) plus the Declared Age Range API change what you may serve to whom in several jurisdictions.
Diagnosing revenue problems
| Symptom | First checks |
| No fill / no ads at all | New ad unit (can take hours to serve), app not yet linked to a store listing, consent not obtained so canRequestAds() is false, test device flag left on, ad unit ID typo |
| eCPM collapsed | Geo mix shifted, consent rate dropped (non-personalized pays far less), personalization disabled by a tag you set, seasonal January drop |
| Revenue fine, retention falling | Interstitial frequency too high — cap it and measure D1/D7, not just ARPDAU |
| AdMob account warnings | Invalid traffic from your own testing, or a placement that invites mis-taps |
Metric that matters: ARPDAU held against D7 retention. Ads that raise ARPDAU while cutting
retention lose money over a month. references/placement-and-economics.md
Sources
Verified 2026-09-24:
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