TapMind SDK Documentation logo

AdMob

AdMob Cocos2dx guide for Custom Adapter (GMA SDK).

Prerequisites

Performed by: Developer

Install the SDK

Performed by: Developer

  1. Install the toolchain
    CMake 3.6 or newer, Python 3, and Node.js 18+ for the adapter installer.
    For Android: Android Studio with SDK 34 and NDK 21.4.7075529.
    For iOS: Xcode with command line tools, plus CocoaPods.

  2. Get the engine
    Download the Cocos2d-x 4.0 release and unpack it into your project as cocos2d/.

  3. Fetch the prebuilt dependencies
    The engine ships without its third-party binaries. Run this from inside cocos2d/, or the CMake configure step will fail on missing headers.

python download-deps.py

Clone the TapMind Cocos2dx AdMob adapter installer: cocos-2dx-custom-adapter-admob-gma

  1. Generate and build — Android
    Open proj.android/ in Android Studio and run, or build from the command line. Gradle drives CMake for the native layer.
cd proj.android && ./gradlew assembleDebug
  1. Generate and build — iOS
    CMake generates the Xcode project; CocoaPods then integrates the pods into a workspace. Open the workspace, never the .xcodeproj.
cmake -S . -B proj.ios_mac/build -GXcode \
  -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos \
  -DCMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET=15.0
  1. Add the adapter
    Run the installer against your game root — the folder holding proj.android/ and proj.ios_mac/. It writes the Gradle dependency and the Podfile entry between managed markers.
node inject.js --project /path/to/game [--platform android|ios|all]

It wires the dependency only. The Google Mobile Ads SDK arrives transitively, but your AdMob App ID and all load/show code are yours to add.

  1. Run Pod
cd proj.ios_mac && pod install
open CocosSampleProject.xcworkspace

App ID Configuration: Ensure the App ID used in the application matches the App ID configured for TapMind in the AdMob mediation/waterfall. Using a different App ID may prevent the TapMind SDK from initializing correctly.

Configure AdMob

Performed by: Ad ops

Refer AdMob Mediation Integration Setup for the integration.

Refer Class & Network Key Registry for the classnames.

Verify integration

Performed by: Developer

After install and dashboard configuration:

  1. Run your app in a debug build. TapMind's test mode is enabled automatically in debug builds and serves test ads at a high fill rate.
  2. Request an ad through your mediation SDK as you normally would.
  3. Confirm a TapMind ad fills. Check logs for the tag TapMindAdapter.
  4. When verified, build in release mode for production - test mode is disabled automatically in release builds, and live ads serve.

Note: Test mode is automatic. It follows your build type: debug = test ads, release = live ads. There is no flag to enable or disable, and nothing to turn off before going live.

Release build QA: There is currently no documented release-safe test path to validate R8/ProGuard without serving live ads. Consumer ProGuard rules from the TapMind AAR are applied automatically when you integrate the published adapter packages.

Troubleshooting

Performed by: Developer

Before diving into logs, confirm adapter class names and the LevelPlay network key against the Class & Network Key Registry, placementName, placementcode and eCPM/rate with your account manager.

See Troubleshooting for common symptoms, mediation-specific fixes, release vs debug guidance, and escalation steps. Partner-specific verification steps are under Verify integration above.