您可以通过向玩家展示广告来实现游戏变现。目前,系统会将两种格式的 Audience Network 广告与小游戏进行集成,这两种广告分别为激励视频广告和插屏广告。本部分将指导您完成广告变现与小游戏的集成过程。
开放平台 | 插屏广告 | 激励插屏广告 | 激励视频广告 |
---|---|---|---|
Android | ✅ | ✅ | ✅ |
iOS | ✅ | ✅ | ✅ |
移动网页 | ✅ | ✅ | ✅ |
桌面端网页 | ✅ | ✅ | ✅ |
注意:目前,Audience Network 在某些地区受限。请在 Audience Network 注册流程中检查资格。
有关更多信息,请参阅“利用 Audience Network 实现小游戏变现的 5 个步骤”指南。
配置 Facebook 应用插屏广告是在应用的自然切换点处显示的一种全屏广告。插屏广告分为“自动播放”或“点击播放”两种格式。自动播放广告会在插屏广告加载后开始播放;默认情况下,可以在 3 秒后跳过广告。广告时长最长为两分钟。
下方代码片段介绍了如何显示插屏广告的示例。
要让此代码正常运行,您首先需要以插屏广告展示格式创建一个广告版位。您应该为应用中的每个广告单元使用不同的版位。
var preloadedInterstitial = null; FBInstant.getInterstitialAdAsync( '123123123123_123123123123' // Your Ad Placement Id ).then(function(interstitial) { // Load the Ad asynchronously preloadedInterstitial = interstitial; return preloadedInterstitial.loadAsync(); }).then(function() { console.log('Interstitial preloaded'); }).catch(function(err){ console.error('Interstitial failed to preload: ' + err.message); });
preloadedInterstitial.showAsync() .then(function() { // Perform post-ad success operation console.log('Interstitial ad finished successfully'); }) .catch(function(e) { console.error(e.message); });
激励插屏广告是一种全屏广告,能够为选择观看广告的用户提供奖励。用户也可选择不观看这些广告。
下方代码片段介绍了如何显示激励插屏广告的示例。
要让此代码正常运行,您首先需要以激励插屏广告展示格式创建一个广告版位。激励插屏广告可用于 Facebook Gaming 以及移动和桌面网页应用。您应该为应用中的每个广告单元使用不同的版位。
var preloadedRewardedInterstitial = null; FBInstant.getRewardedInterstitialAsync( '123123123123_123123123123' // Your Ad Placement Id ).then(function(rewarded) { // Load the Ad asynchronously preloadedRewardedInterstitial = rewarded; return preloadedRewardedInterstitial.loadAsync(); }).then(function() { console.log('Rewarded interstitial preloaded'); }).catch(function(err){ console.error('Rewarded interstitial failed to preload: ' + err.message); });
preloadedRewardedInterstitial.showAsync() .then(function() { // Perform post-ad success operation console.log('Rewarded interstitial watched successfully'); }) .catch(function(e) { console.error(e.message); });
激励视频广告是一种全屏体验,用户可选择观看视频广告以换取有价物,例如虚拟货币、应用内物品或独家内容等。
下方代码片段介绍了如何显示激励视频广告的示例。
要让此代码正常运行,您首先需要以激励视频广告展示格式创建一个广告版位。您应该为应用中的每个广告单元使用不同的版位。
var preloadedRewardedVideo = null; FBInstant.getRewardedVideoAsync( '456456456456_456456456456' // Your Ad Placement Id ).then(function(rewarded) { // Load the Ad asynchronously preloadedRewardedVideo = rewarded; return preloadedRewardedVideo.loadAsync(); }).then(function() { console.log('Rewarded video preloaded'); }).catch(function(err){ console.error('Rewarded video failed to preload: ' + err.message); });
preloadedRewardedVideo.showAsync() .then(function() { // Perform post-ad success operation console.log('Rewarded video watched successfully'); }) .catch(function(e) { console.error(e.message); });
在尝试创建新广告时,如果预加载三个同类型的广告实例,但不对其予以显示,则会造成故障。广告加载成功后,有效期将为 60 分钟。
下方示例代码可帮助您了解其工作原理,我们假设已正确配置其中所有项(有效的广告版位编号等)且没有网络问题:
var preloadedInterstitial1 = null; var preloadedInterstitial2 = null; var preloadedInterstitial3 = null; var preloadedRewardedVideo = null; // PRELOAD PHASE FBInstant.getInterstitialAdAsync( '123123123123_123123123123' ).then(function(interstitial) { // This should get called, meaning you now have 1 ad instance. preloadedInterstitial1 = interstitial; return preloadedInterstitial1.loadAsync(); }).then(function() { // This should get called unless we do not have ads to serve. console.log('Interstitial 1 preloaded') }).catch(function(err){ // This would be called only if we do not have ads to serve. // The error would then be ADS_NO_FILL. // You can try to reload the ad after some time (ideally over 30 seconds). // If you get ADS_NO_FILL 3 times in a row, the instance will be disabled. console.error('Interstitial 1 failed to preload: ' + err.message); // You can try to reload after 30 seconds (2nd attempt) setTimeout(function () { handleAdsNoFill(preloadedInterstitial1, 2); }, 30 * 1000); }); // Here is how the function to handle ADS_NO_FILL would look like function handleAdsNoFill (adInstance, attemptNumber) { if (attemptNumber > 3) { // You can assume we will not have to serve in the current session, no need to try // to load another ad. return; } else { adInstance.loadAsync().then(function() { // This should get called if we finally have ads to serve. console.log('Interstitial preloaded') }).catch(function(err){ console.error('Interstitial failed to preload: ' + err.message); // You can try to reload after 30 seconds setTimeout(function () { handleAdsNoFill(adInstance, attemptNumber+1); }, 30 * 1000); }); } } // As we covered ADS_NO_FILL, from now on let's assume we have ads to serve. FBInstant.getInterstitialAdAsync( // You can re-use the same Ad Placement Id as long as it is of the valid type: // interstitial or rewarded video (here, it has to be interstitial) '123123123123_123123123123' ).then(function(interstitial) { // This should get called, meaning you now have 2 ad instances. preloadedInterstitial2 = interstitial; return preloadedInterstitial2.loadAsync(); }).then(function() { console.log('Interstitial 2 preloaded') }); FBInstant.getRewardedVideoAsync( '456456456456_456456456456' ).then(function(rewarded) { // This should get called, meaning you now have 3 ad instances. preloadedRewardedVideo = rewarded; return preloadedRewardedVideo.loadAsync(); }).then(function() { console.log('Rewarded video preloaded') }); FBInstant.getInterstitialAdAsync( '123123123123_123123123123' ).catch(function(err){ // This should be called now because you already have 3 ad instances. // The error would then be ADS_TOO_MANY_INSTANCES. console.error('Interstitial 3 failed to preload: ' + err.message); }); // SHOWING ADS (at a timing that makes sense in the workflow of your game) preloadedInterstitial1.showAsync() .then(function() { // This should get called, meaning you now have 2 ad instances. console.log('Interstitial ad 1 finished successfully'); }); // A bit later, assuming you did not preload a new instance yet. preloadedInterstitial2.showAsync() .then(function() { // This should get called, meaning you now have 1 ad instance. console.log('Interstitial ad finished successfully'); }); // A bit later, assuming you did not preload a new instance yet. preloadedRewardedVideo.showAsync() .then(function() { // This should get called, meaning you now have no ad instance. console.log('Rewarded video watched successfully'); });
下方为针对小游戏的专用信息。另请参阅 Audience Network 成效分析。
正确设置广告时间。请确保游戏中的广告不会破坏玩家的体验。
预加载广告。不要等到在最后一刻同时请求、预加载和显示广告。相反,请确保预加载部分 AdInstance,如此一来,玩家在请求查看广告时就无需等待太久。
检查支持与否。在某些情况下,玩家会话不支持广告(例如,玩家使用桌面端浏览器玩游戏)。您始终应该在尝试请求广告前使用 FBInstant.getSupportedAPIs()
检查是否支持广告。
实现对“无填充”情况的妥善处理。有些条件也许会导致系统无法填充广告。在此情况中,Promise 会拒绝响应,并发出 ADS_NO_FILL
错误消息。请确保您的游戏会妥善处理这种情况并显示一条友好的消息,然后等待 30 秒,再请求相同类型的其他广告。
在提交之前测试您的广告。作为应用开发者,即使是在提交应用以供 Audience Network 进行审查之前,您也可以请求移动端广告并查看您的集成是否正常运行。
追踪广告展示次数。处理完 showAsync
后,您可以使用自定义事件追踪广告展示次数。
不要持有太多 AdInstance。getRewardedVideoAsync
或 getInterstitialAdAsync
方法都会返回可以预加载的 AdInstance
。如果预加载 3 个或更多同类型的 AdInstance,但不对其予以显示,将会导致新建 AdInstance 的后续尝试失败。这意味着在调用 showAsync
或玩家重启 Messenger 之前,调用 getRewardedVideoAsync
和 getInterstitialAdAsync
将失败,并会返回错误代码 ADS_TOO_MANY_INSTANCES
。