您可以向玩家顯示廣告,讓遊戲成為獲利來源。目前有兩種格式的 Audience Network 廣告已經和即時遊戲整合:獎勵式影片和插頁廣告。本節的內容將會引導您進行整合廣告獲利方式與即時遊戲的流程。
平台 | 插頁廣告 | 獎勵插頁廣告 | 獎勵式影片 |
---|---|---|---|
Android | ✅ | ✅ | ✅ |
iOS | ✅ | ✅ | ✅ |
行動版網頁 | ✅ | ✅ | ✅ |
桌面版網頁 | ✅ | ✅ | ✅ |
注意:Audience Network 目前在某些地區受到限制。請在 Audience Network 新手入門流程中,查看您的資格是否符合。
如需詳細資訊,請參閱 Audience Network 讓即時遊戲成為獲利來源的 5 個步驟。
設定 Facebook 應用程式插頁廣告是應用程式在正常切換點時顯示的全螢幕廣告。插頁廣告有自動播放或點擊播放兩種格式。插頁廣告一載入後,就會開始播放自動播放的廣告;這些廣告預設可在 3 秒後跳過。廣告的時間長度上限是 2 分鐘。
下列程式碼片段示範如何顯示插頁廣告。
您必須先建立廣告版位並使用插頁廣告顯示格式,這些程式碼才能發揮作用。您應針對應用程式的各個廣告單位使用不同的廣告版位。
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); });
獎勵插頁廣告是向用戶提供激勵以換取觀看廣告的全螢幕廣告。這類廣告不需要用戶選擇是否觀看。
下列程式碼片段示範如何顯示獎勵插頁廣告。
您必須先建立廣告版位並使用獎勵插頁廣告顯示格式,這些程式碼才能發揮作用。獎勵插頁廣告適用於 Facebook Gaming、行動版網頁和桌面版網頁應用程式。您應針對應用程式的各個廣告單位使用不同的廣告版位。
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); });
擁有全螢幕體驗的獎勵式影片廣告,可讓用戶自行選擇是否要透過觀看影片來取得獎勵(例如虛擬貨幣、應用程式內部商品或獨享內容)。
下列程式碼片段示範如何顯示獎勵式影片廣告。
您必須先建立廣告版位並使用獎勵式影片顯示格式,這些程式碼才能發揮作用。您應針對應用程式的各個廣告單位使用不同的廣告版位。
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); });
預先載入三個相同類型的廣告實例而不顯示這些廣告實例,將會造成嘗試建立新廣告的動作失敗。成功載入廣告後,廣告的有效期間為 60 分鐘。
下列程式碼可協助您瞭解其運作方式,假設所有內容皆已正確設定(有效的廣告版位編號等)且沒有網路問題:
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'); });
下列說明即時遊戲的特定資訊。請同時參閱我們的 Audience Network 洞察報告。
設定適當的廣告時間長度。請確定遊戲中的廣告不會打斷玩家的遊戲體驗。
預先載入廣告。不要等到要求發出才執行動作,變成同時預載和顯示廣告,而是確定已先預載某些 AdInstance,如此當玩家要求檢視廣告時,就不用等太久。
檢查是否支援。在某些情況中,玩家的連線階段不支援廣告(例如,如果玩家是透過桌上型電腦的瀏覽器玩遊戲時)。您應該在要求顯示廣告之前,一律檢查 FBInstant.getSupportedAPIs()
是否支援廣告。
建置妥善的「無法呈現」狀況處理機制。某些狀況可能會造成廣告無法呈現。在此情況中,Promise 將會拒絕並丟出 ADS_NO_FILL
錯誤訊息。請確定您的遊戲能夠妥善地處理此狀況、顯示友善的訊息,並等待 30 秒後再要求另一個相同類型的廣告。
提交之前測試您的廣告。身為應用程式的開發人員,您甚至可以在提交應用程式接受 Audience Network 審查之前,在手機上要求顯示廣告,來確認整合是否能夠順利運作。
追蹤廣告曝光次數。您可以使用自訂事件在 showAsync
解析時追蹤廣告曝光次數。
請勿保留過多 AdInstance。getRewardedVideoAsync
或 getInterstitialAdAsync
這兩種方法皆會傳回可預先載入的 AdInstance
。預先載入 3 個(含)以上相同類型的 AdInstance 而不顯示這些 AdInstance,將會造成後續建立新 AdInstance 的動作失敗。這表示在尚未呼叫 showAsync
或玩家尚未重新啟動 Messenger 之前,呼叫 getRewardedVideoAsync
和 getInterstitialAdAsync
的動作將會失敗,並丟出錯誤碼 ADS_TOO_MANY_INSTANCES
。