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Vungle Integration Guide

For the Lua version of cocos2d-x v3.x - (all other versions)

Integration

Open a terminal and use the following command to install the SDKBOX Vungle plugin. Make sure you setup the SDKBOX installer correctly.

$ sdkbox import vungle

Important Notice

Please make sure the following settings in your project to make the plugin work well.

Disable App Transport Security

Adding the following entry to the info.plist file:

<key>NSAppTransportSecurity</key>
<dict>
    <key>NSAllowsArbitraryLoads</key>
    <true/>
</dict>

It should look like this:

Disable Bitcode support

You have to turn off Bitcode support. If you don't, cocos2d-x will fail to build.

Set your game requires full screen

If your game doesn't support all screen orientations, you will need to check Requires full screen in Xcode. If you do not, your app will fail Apple's submission process.

Whitelist canOpenURL function

This setting depends on what plugins are in your project. You may need to add the required entry to the info.plist, under LSApplicationQueriesSchemes.

JSON Configuration

SDKBOX Installer will automatically inject a sample configuration to your sdkbox_config.json, that you have to modify it before you can use it for your own app

Here is an example of the Vungle configuration, you need to replace <vungle id> with your specific Vungle Publisher account information. Here is an example adding Vungle to iOS:

"Vungle" :
{
    "id":"<vungle id>",
    "ads":{
        "video":{

        },
        "reward":{
            "incentivized" : true
        }
    }
}

Adding Vungle to Android is a bit different as it supports sound and backbutton settings. Here is an example adding Vungle to Android:

"Vungle" :
{
    "id":"<vungle id>",
    "ads":{
        "video":{
            "sound" : true,
            "backbutton" : true
        },
        "reward":{
            "sound" : false,
            "backbutton" : false,
            "incentivized" : true
        }
    }
}

Usage

Initialize Vungle

sdkbox.PluginVungle:init()

Showing Ads

Display an ad where ever you want from your code, either video or reward:

sdkbox.PluginVungle:show("video")
sdkbox.PluginVungle:show("reward")

Catch Vungle events (optional)

This allows you to catch the Vungle events so that you can perform operations such as providing player rewards for watching the video.

sdkbox.PluginVungle:setListener(function(name, args)
    if "onVungleCacheAvailable" == name then
        print("onVungleCacheAvailable")
    elseif "onVungleStarted" ==  name then
        print("onVungleStarted")
    elseif "onVungleFinished" ==  name then
        print("onVungleFinished")
    elseif "onVungleAdViewed" ==  name then
        print("onVungleAdViewed:", args)
    elseif "onVungleAdReward" ==  name then
        print("onVungleAdReward:", args)
    end
end)

Note: DONOT change your game uiNode in the onVungleAdViewed or onVungleAdReward immediately, becase the cocos opengl is disable when Vungle send onVungleAdViewed or onVungleAdReward. use schedule delay change ui.

API Reference

Methods

sdkbox.PluginVungle:init()

initialize the plugin instance.

sdkbox.PluginVungle:show(name)

show ad with a provided name.

sdkbox.PluginVungle:setDebug(enable)

enable or disable debug mode.

sdkbox.PluginVungle:isCacheAvailable()

is there a cached video available.

sdkbox.PluginVungle:setUserID(userID)

sets the userID for rewarded ads.

Listeners

onVungleCacheAvailable()

ad cache is available.

onVungleStarted()

Vungle is running and available.

onVungleFinished()

Vungle is not running/has stopped.

onVungleAdViewed(isComplete)

Vungle ad has been viewed.

onVungleAdReward(name)

Vungle reward ad has benviewed

Manual Integration

If the SDKBOX Installer fails to complete successfully, it is possible to integrate SDKBOX manually. If the installer complete successfully, please do not complete anymore of this document. It is not necessary.

These steps are listed last in this document on purpose as they are seldom needed. If you find yourself using these steps, please, after completing, double back and re-read the steps above for other integration items.

Manual Integration For iOS

Drag and drop the following frameworks from the plugins/ios folder of the Vungle bundle into your Xcode project, check Copy items if needed when adding frameworks:

sdkbox.framework

PluginVungle.framework

VungleSDK.framework

The above frameworks depend upon a large number of other frameworks. You also need to add the following system frameworks, if you don't already have them:

AdSupport.framework

AudioToolbox.framework

AVFoundation.framework

CFNetwork.framework

CoreGraphics.framework

CoreMedia.framework

Foundation.framework

libz.dylib

libsqlite3.dylib

MediaPlayer.framework

QuartzCore.framework

Security.framework

StoreKit.framework

SystemConfiguration.framework

UIKit.framework

Copy all source and header files from plugin/luabindings/ to your projects Classes folder.

Add these same files, that you just copied, to Xcode by either dragging and dropping them into Xcode or by using File -> Add files to....

Manual Integration For Android

SDKBOX supports three different kinds of Android projects command-line, eclipse and Android Studio.

Copy Files

Copy the following jar files from plugin/android/libs folder of this bundle into your project's /libs folder.

vungle-publisher-adaptive-id-3.3.0..jar

PluginVungle.jar

sdkbox.jar

android-support-v4.jar

nineoldandroids-2.4.0.jar

javax.inject-1.jar

dagger-1.2.2.jar

Copy jni libs

Copy and overwrite all the folders from plugin/android/jni to your <project_root>/jni/ directory.

Edit AndroidManifest.xml

Include the following permissions above the application tag:

<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />

Copy and paste the following activity definitions just before the end of the application tags, near the bottom.

<activity
  android:name="com.vungle.publisher.FullScreenAdActivity"
  android:configChanges="keyboardHidden|orientation"
  android:theme="@android:style/Theme.NoTitleBar.Fullscreen"/>

Note: if your application targets below API 13, you will likely need to remove the configChanges property of the above activity tags.

Edit Android.mk

Edit <project_root>/jni/Android.mk to:

Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:

LOCAL_WHOLE_STATIC_LIBRARIES += PluginVungle
LOCAL_WHOLE_STATIC_LIBRARIES += sdkbox

Add a call to:

$(call import-add-path,$(LOCAL_PATH))

before any import-module statements.

Add additional import-module statements at the end:

$(call import-module, ./sdkbox)
$(call import-module, ./pluginvungle)

This means that your ordering should look similar to this:

$(call import-add-path,$(LOCAL_PATH))
$(call import-module, ./sdkbox)
$(call import-module, ./pluginvungle)

Note: It is important to make sure these statements are above the existing $(call import-module,./prebuilt-mk) statement, if you are using the pre-built libraries.

Modify Application.mk (Cocos2d-x v3.0 to v3.2 only)

Edit <project_root>/jni/Application.mk to make sure APP_STL is defined correctly. If Application.mk contains APP_STL := c++_static, it should be changed to:

APP_STL := gnustl_static

Copy all source and header files from plugin/luabindings/ to your projects Classes folder.

Add all .cpp files, that you just copied, to Android.mk in the LOCAL_SRC_FILES section. Example

LOCAL_SRC_FILES := hellocpp/main.cpp \
                ../../Classes/AppDelegate.cpp \
                ../../Classes/HelloWorldScene.cpp \
                                ../../Classes/NewSourceFile.cpp

Modify AppActivity.java

Plugin >= 2.4.0.3

  1. Find the AppActivity.java
find . -name "AppActivity.java"
  1. Replace extends Cocos2dxActivity with extends com.sdkbox.plugin.SDKBoxActivity

Example of the directory where the AppActivity.java file is located:

cpp
  - proj.android/src/org/cocos2dx/cpp/AppActivity.java
  - proj.android-studio/app/src/org/cocos2dx/cpp/AppActivity.java
  - proj.android/app/src/org/cocos2dx/cpp/AppActivity.java ( from cocos2d-x 3.17)

lua
  - frameworks/runtime-src/proj.android/src/org/cocos2dx/lua/AppActivity.java
  - frameworks/runtime-src/proj.android-studio/app/src/org/cocos2dx/lua/AppActivity.java
  - frameworks/runtime-src/proj.android/app/src/org/cocos2dx/lua/AppActivity.java (from cocos2d-x 3.17)

js
  - frameworks/runtime-src/proj.android/src/org/cocos2dx/javascript/AppActivity.java
  - frameworks/runtime-src/proj.android/app/src/org/cocos2dx/javascript/AppActivity.java ( from cocos2d-x 3.17)

Plugin < 2.4.0.3

Note: When using Cocos2d-x from source, different versions have Cocos2dxActivity.java in a different location. One way to find the location is to look in proj.android/project.properties. Example: android.library.reference.1=../../cocos2d-x/cocos/platform/android/java

In this case, Cocos2dxActivity.java should be located at:

../../cocos2d-x/cocos/platform/android/java/src/org/cocos2dx/lib/Cocos2dxActivity.java
import android.content.Intent;
import com.sdkbox.plugin.SDKBox;
onLoadNativeLibraries();
SDKBox.init(this);
    @Override
    protected void onActivityResult(int requestCode, int resultCode, Intent data) {
          if(!SDKBox.onActivityResult(requestCode, resultCode, data)) {
            super.onActivityResult(requestCode, resultCode, data);
          }
    }
    @Override
    protected void onStart() {
          super.onStart();
          SDKBox.onStart();
    }
    @Override
    protected void onStop() {
          super.onStop();
          SDKBox.onStop();
    }
    @Override
    protected void onResume() {
          super.onResume();
          SDKBox.onResume();
    }
    @Override
    protected void onPause() {
          super.onPause();
          SDKBox.onPause();
    }
    @Override
    public void onBackPressed() {
          if(!SDKBox.onBackPressed()) {
            super.onBackPressed();
          }
    }

Proguard (optional)

proguard.config=proguard.cfg
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
#   public *;
#}

# cocos2d-x
-keep public class org.cocos2dx.** { *; }
-dontwarn org.cocos2dx.**
-keep public class com.chukong.** { *; }
-dontwarn com.chukong.**

# google play service
-keep public class com.google.android.gms.** { public *; }
-dontwarn com.google.android.gms.**

-keep class com.google.protobuf.** { *; }
-dontwarn com.google.protobuf.**

-keep class * extends java.util.ListResourceBundle {
    protected Object[][] getContents();
}

-keep public class com.google.android.gms.common.internal.safeparcel.SafeParcelable {
    public static final *** NULL;
}

-keepnames @com.google.android.gms.common.annotation.KeepName class *
-keepclassmembernames class * {
    @com.google.android.gms.common.annotation.KeepName *;
}

-keepnames class * implements android.os.Parcelable {
    public static final ** CREATOR;
}

#sdkbox
-keep public class com.sdkbox.** { *; }
-dontwarn com.sdkbox.**

# vungle
-keep class com.vungle.** { public *; }
-keep class javax.inject.*
-keepattributes *Annotation*
-keepattributes Signature
-keep class dagger.*

Note: Proguard only works with Release builds (i.e cocos run -m release) debug builds do not invoke Proguard rules.