Unity3D display Google Admob slow - performance

I intergrated Unity Google Admob plugin for Android but my game takes about 3 seconds to display and close full screen ad. It's make my game ugly.
I think Unity take a time to call native APIs, i'm not sure. I use plugin from Google Team.
Are you have the same thing with me!

Interstitials taking a few seconds to close is a known issue (on Android). I've blamed the performance on Unity though; I tried opening up and closing an empty Activity, not ad related, and it took the same amount of time to close on Android.

Related

My 3d game now only runs on Internet Explorer

Years ago I make a 3D game on Construct 2 with 3D plugin "Q3D" (Three.js). It runs well in Chrome and Firefox
Suddenly one day, my game it stopped working.
The URL of the game is http://altiplanet.github.io
Is rare because the game run on Internet Explorer.
I view the console but I do not understand anything (various errors appear)
Very Thanks!
Your code uses the setVelocity() method of the PannerNode class from the Web Audio API.
According to the MDN, this method is deprecated and should no longer be in use.
PannerNode.setVelocity() is used in your class C2AudioInstance which is no part of the three.js API.

WebVR mobile browser screen timeout

Every WebVR app on Android I tried become completely useless after 30 second due to screen timeout in the browser. Is there anyway to prevent it?
There is a (somewhat hacky) solution for this that is being used by the webvr-poyfill.
Android doesn't go to sleep when a video is being played back, so even creating an invisble video-element and playing it will disable the inactive-timeout.
On iOS, a page navigation is initiated and immediately stopped every 30 seconds to keep the screen awake.
Also note that this problem will probably go away when chrome for android ships the real WebVR implementation (probably sometime later this year, when the new daydream-compatible pixel/pixel XL-phones are released)
I think you might find that unless you're on desktop the browser itself is unable to keep the screen on. Instead this can only be sustained by a third party app, or more simply by the user directly through settings.
Simplest solution might be to ask user to adjust settings.

Admob Ads slows down windows phone app

I am using Admobs ads for my windows phone 8 app which is having a full screen WebBrowser component. But my app slows down deadly in the presence of ads and works normal without them.
I have added Ads from MainPage.xaml file.
Is there some other way to put Ads like in some other thread or something which doesn't slows down the app. Also can having a WebBrowser component be a reason slowing down the app or its slows down always.
And can I set Refresh rate of ads manually?
Please help. App works deadly slow.
I don't think you can set the refresh rate manually...
Did you try, IsAutoRefreshEnabled = true in your xaml?
I've got no idea why is it getting slow, but it works fine for me.

How is iBeacon support REALLY changed in iOS 7.1?

I've seen claims on the net that the newly released iOS 7.1's iBeacon support.
Specifically:
The system is supposed to still notify your app about
didEnterRegion/didExitRegion events, even if the user explicitly
kills your app.
didEnterRegion/didExitRegion notifications are
supposed to be faster from the background and/or with the device
locked.
I have not been able to confirm either of these claims with my own testing. In fact, I seem to be less likely to get didEnterRegion/didExitRegion notifications from a locked device. (more accurately I seem to get didEnterRegion notices, but not didExitRegion notices). That could be because Apple made me remove my BLE background mode entries in my info.plist - I'm not completely sure. I'm still trying to sort this out.
I had trouble setting up my tests at first, but I have witnessed background region entry callbacks after killing an app in iOS 7.1 on both iPhone 4s and iPhone 5s models. See comments below for testing details and instructions to reproduce.
I have also done tests on background detection times on an iPhone 4S, and I still see delays of 15 minutes on iOS 7.1. My full test results and methodology are described here.
Finally, I have also done some tests on the fluctuations on the "accuracy" (distance in meters) measurement on the same device before and after the upgrade to iOS 7.1. I do not see an obvious difference in the noise on the estimate. The graphs below show results before and after the upgrade, with an iBeacon 0.5 meters away for 60 seconds then moved to 3 meters away for 60 seconds. In both cases, the transmitter was a properly calibrated iPhone 4S w/ iOS 7.1 and the receiver was an iPhone 5S.
iOS 7.0.6 Estimated distance
iOS 7.1 Estimated distance
As has been mentioned in several articles circulating around the internet, beacon sensing is available even when you swipe your app away from the multi-tasking view. However in my experiments, a region enter/exit event doesn't call the didDetermineState: directly (Probably because I hadn't been using the AppDelegate to initiate any beacon sensing but instead triggering monitoring based on UI events). Instead if you have registered for Background Location Updates, your AppDelegate's didFinishLaunchingWithOptions: method would get called with the value for key UIApplicationLaunchOptionsLocationKey in the parameter launchOptions set.
You can do a simple check like this to test if this is indeed a location update that has bought your app into the background to perform some task.
if ([launchOptions objectForKey:UIApplicationLaunchOptionsLocationKey])
You can then either register your monitored regions again or start ranging immediately.
P.S. CLLocationManager retains your previously monitoredRegions on app restore but without starting monitoring again using the same UUID and identity, you would not get the enter/exit region event in CLLocationManagerDelegate (which had brought your back up to life)
David has done some wonderful work on this, so I'm writing this cautiously... but I'm seeing something quite different from him in my tests.
I'm using two phones: an iPhone 4S running iOS 7.1 (11D167) and an iPhone 5S running iOS 7.0.6 (11B651). My iBeacons are manufactured and sold by Bluecats (www.bluecats.com), although I'm not yet using their SDK (ie. I'm just using CoreLocation) and I don't think the manufacturer makes much difference.
I'm getting response times of around 1-2 seconds on both devices when the app is running in the foreground and also when running in the background. The only difference is when I remove the app from the app switcher: iOS 7.0.6 never responds (or perhaps will do in 15 minutes), but iOS 7.1 responds in roughly the same time. When I say "respond", I mean that the CLLocationManager's locationManager:didDetermineState:forRegion: delegate is called by iOS.
I'm testing by actually wandering around my office with phones in hand, so I'm physically moving in and out of range. Strangely (?), in my early testing, where I was sitting at my desk and simulating moving in and out of range by removing and reinserting batteries, I was seeing much slower response times. Perhaps this is part of the difference?
In my testing I have seen the presence of a beacon go un-noticed by an app for up to 15 minutes, but I found something that's interesting. I'm using RedBearLabs mini BTLE sensors as ibeacons and their app to program the beacons, http://redbearlab.com/ibeacon/ (http://redbearlab.com/s/MiniBeacon_v1.zip), seems to have an something in it that immediately starts a scan / update of beacons. If I start a beacon up, and in my app it goes unnoticed, by starting then quitting the MiniBeacon app my app immediately notifies me that there are new beacons. This is the same result when entering or exiting. Their app uses CBCentralManager, which my app doesn't, so maybe a mixture between CBCentralManager and CLBeaconRegion is the way to go? I imagine CLBeaconRegion starts / restarts the bluetooth radio, so maybe that is the reason for this. Just taking a stab at it in hopes that someone with a more complete understanding can help resolve this.
Thanks
My testing also reproduces 15 mins to start scanning when my app is in background mode on iOS7.1.1. Just a bit curious, I have seen quite many youtube videos from different companies showing the app has been waken from background mode as soon as they approach their beacons. Is it sales trick?

WP7 Screen Shot Requirements

Microsoft declined to submit my application because I took a screen shot of the game which included the actual emulator.
Looking at this answer, the person says that I should us the snipping tool when I have made the phone emulator at 100%. And indeed, the snipping tools spits out an image of that screen at exactly 480x800 which is exactly what Microsoft wants. However, whenever I use the snipping tool, there is still the top black border of the WP7 remaining. I've looked at a few images on the Marketplace and other applications have it as well...I think. Some don't. Can anyone advice me on this please? How I can avoid getting penalised...again.
Will this suffice?
If you update to the Windows Phone 7.1 SDK and Emulator, the new emulator has a built-in screenshot function to take screenshots without these issues.
I have never had my app rejected due to a screenshot taken from the emulator, I can't say you wont have issues, but assuming everything else in your screenshot checks out; the images from the emulator are the correct size and should be approved.

Resources