This guide is intended for publishers who want to use the Google Mobile Ads SDK to load and display ads from the Facebook Audience Network via mediation. It covers how to add Facebook ads to an ad unit's mediation configuration, how to set up Ad Network Optimization (ANO), and how to integrate the Facebook Audience Network SDK and adapter into an iOS app.
Supported ad formats and features
The AdMob mediation adapter for the Facebook Audience Network has the following capabilities:
|Rewarded Video (new APIs)|
|Ad Network Optimization (ANO)|
- Xcode 9.2 or higher
- iOS Deployment target of 9.0 or higher
- Google Mobile Ads SDK 7.46.0 or higher
Step 1: Set up Facebook Audience Network
Sign up and Log in to the Business Manager Start page.
Click Create a new Business Manager account and fill out the required fields with your business details.
Create a Facebook property
Once you've filled out the required information, you'll be prompted to create a property for your app. Enter the desired name of the property for your app and click Go to Monetization Manager.
Next, select iOS as the platform to monetize.
Indicate whether or not your app is live and click Submit.
You will be prompted to create an ad placement for your application. Select a format, fill out the form and click Next.
The next step presents an overview of the placement you created. Check the This app is using mediation checkbox and take note of the Placement ID, which will be used when setting up your AdMob Ad Unit ID.
In addition to the Placement ID, you'll also need the Facebook System User Access Token to set up your AdMob Ad Unit ID for mediation.
Create a Facebook application
Log in to your Facebook developer account. Navigate to the My Apps page by clicking the My Apps button in the top-right corner. Add your app to the Facebook console by clicking the Add a New App button.
Fill out the form and click Create App ID to add your app to Facebook.
Note the App ID of the app you created. This value is used in the next step. You can always find your App ID from the My Apps page.
Generate a system user access token
In order to set up Ad Network Optimization for Facebook Audience Network, you'll need to generate a system user access token and associate it with your property.
To generate a system user access token, sign in to Facebook Business Manager, click the Business Settings icon and navigate to System Users on the left navigation bar. If you don't already have a system user, click Add to create one.
Fill out the System User Name field, select Regular System User as the System User Role, and click Create System User.
To import your apps to Facebook Business, navigate to Accounts > Apps. Click Add and select Add an app.
Enter the App ID created from the previous step and click the Add App to continue.
Navigate to Data Sources > Properties. Take note of the Property ID as this will be needed in the next step. Select the property you created in the previous step and click Add People.
Select the System User created earlier, turn on Admin Access and click Assign.
Click Add Assets, select your app from the list to associate it to the property and click Add.
Navigate back to System Users, select the user you created, and click Generate New Token.
Select your app from the list, add read_audience_network_insights as the Available Scopes for the token to be generated, and click Generate Token.
Finally, take note of your System User Access Token.
Step 2: Configure mediation settings for your AdMob ad unit
You need to add Facebook to the mediation configuration for your ad unit. First sign in to your AdMob account.
Navigate to the Mediation tab. If you have an existing mediation group you'd like to modify, click the name of that mediation group to edit it, and skip ahead to Add Facebook Audience Network as an ad source.
To create a new mediation group, select Create Mediation Group.
Enter your ad format and platform, then click Continue.
Give your mediation group a name, and select locations to target. Next, set the mediation group status to Enabled. Then click Add Ad Units, which will open up the ad unit selection overlay.
Associate this mediation group with your existing AdMob ad unit. Then click Done.
You should now see the ad units card populated with the ad units you selected.
Add Facebook Audience Network as an ad source
In the Ad Sources card, select Add Ad Network.
Select Facebook Audience Network. Enable the Optimize switch. Enter the System User Access Token and Property ID obtained in the previous section. App Access Token is deprecated and can be left blank. Review and check the Authorization checkbox to set up Ad Network Optimization (ANO) for Facebook Audience Network. Then enter an eCPM value for Facebook Audience Network and click Continue.
Enter the Placement ID obtained in the previous section. Then click Done.
Finally, click Save.
Using rewarded video ads
In the settings for your rewarded video ad unit, provide values for the reward amount and reward type. Then, to ensure you provide the same reward to the user no matter which ad network is served, check the Apply to all networks in Mediation groups box.
If you don't apply this setting, the Facebook adapter defaults to a reward
"" (empty string) with a value of
1. The Facebook SDK does not
provide specific reward values for its rewarded video ads.
Step 3: Import the Facebook Audience Network SDK and adapter
Using CocoaPods (recommended)
Add the following line to your project's Podfile:
From the command line run:
pod install --repo-update
- Download the latest version of the
Facebook Audience Network SDK for iOS
FBAudienceNetwork.frameworkin your project.
- Download the latest version of the
FacebookAdapter.frameworkin your project.
Step 4: Additional code required
No Additional code required for Facebook Audience Network integration.
Step 5: Test your implementation
See the Testing Audience Network Implementation guide guide for detailed instructions on how to enable Facebook test ads. You can then use the Mediation Test Suite to verify if your implementation is correct.
That's it! You now have a working mediation integration with Facebook's Audience Network.
EU Consent and GDPR
Under the Google EU User Consent Policy, you must ensure that certain disclosures are given to, and consents obtained from, users in the European Economic Area (EEA) regarding the use of device identifiers and personal data. This policy reflects the requirements of the EU ePrivacy Directive and the General Data Protection Regulation (GDPR). When seeking consent, you must identify each ad network in your mediation chain that may collect, receive, or use personal data and provide information about each network's use. Google currently is unable to pass the user's consent choice to such networks automatically.
Please review Facebook's guidance for information about GDPR and Facebook advertising.
Using native ads
Some Facebook native ad assets do not map one to one to Google native ad assets.
Such assets are passed back to the publisher in the
extraAssets property of
GADNativeAd. Here's a code example showing how to extract these assets:
let socialContext: String = unifiedNativeAd.extraAssets[GADFBSocialContext]
NSString *socialContext = unifiedNativeAd.extraAssets[GADFBSocialContext];
Using Facebook Native Ads without a MediaView
By default, the Facebook adapter requests native ads , which require a MediaView asset. To use Facebook's native banner ads instead, you must:
- Upgrade to version 18.104.22.168 or higher of the Facebook adapter.
Pass an extra parameter into the ad request indicating you want to request a native banner ad, as shown below.
#import "FacebookAdapter.h" //... let request = GADRequest() let extras = GADFBNetworkExtras() extras.nativeAdFormat = GADFBAdFormatNativeBanner request.register(extras)
#import <FacebookAdapter/FacebookAdapter.h> //... GADRequest *request = [GADRequest request]; GADFBNetworkExtras * extras = [[GADFBNetworkExtras alloc] init]; extras.nativeAdFormat = GADFBAdFormatNativeBanner; [request registerAdNetworkExtras:extras];
|Field||Populated by Facebook adapter|
|Call to action|
The Facebook adapter does not provide direct access to the main image asset
for its native ads. Instead, the adapter populates the
with a video or an image.
For Native ads, Facebook Audience Network SDK itself populates its icon view with an image asset.
To avoid potential null pointer errors, the Facebook adapter returns an empty
if your app calls
icon property on
Impression and click tracking
Google Mobile Ads SDK uses the Facebook Audience Network SDK's callbacks for impression and click tracking, so the reports on both dashboards should match up with few or no discrepancies.
Facebook iOS Mediation Adapter Changelog
- Verified compatibility with FAN SDK 5.6.0.
Built and tested with
- Google Mobile Ads SDK version 7.51.0.
- FAN SDK version 5.6.0.
- Adapter now returns a non-zero
mediaContentaspect ratio once the media view is rendered in a view.
- Added additional logging for open bidding.
- Verified compatibility with FAN SDK 5.5.1.
- Verified compatibility with FAN SDK 5.5.0.
- Now requires Google Mobile Ads SDK version 7.46.0 or higher.
- Added support for Facebook's native banner ads.
- Added code to properly handle the completion handlers after called.
- Modified the code to follow Google's Objective-C code-style.
- Verified compatibility with FAN SDK 5.4.0.
- Verified compatibility with FAN SDK 5.3.2.
- Changed the mediation service string include adapter version.
- Fixed a bug for native ads where AdOptions wasn't initialized correctly.
- Added open bidding capability to the adapter for all ad formats.
- Updated the adapter to use the new rewarded API.
- Now requires Google Mobile Ads SDK version 7.41.0 or higher.
- Verified compatibility with FAN SDK 5.2.0.
- Replaced FBAdChoicesView with FBAdOptionsView.
- Added support to populate advertiser name asset for Unified Native Ads.
- Verified compatibility with FAN SDK 5.1.1.
- Verified compatibility with FAN SDK 5.1.0.
- Verified compatibility with FAN SDK 5.0.1.
- Verified compatibility with FAN SDK 5.0.0.
- Verified compatibility with FAN SDK 4.99.3.
- Verified compatibility with FAN SDK 4.99.2.
- Verified compatibility with FAN SDK 4.99.1.
adapterDidCompletePlayingRewardBasedVideoAd:callback to the adapter.
- Set mediation service for Facebook adapter.
- Verified compatibility with FAN SDK 4.28.1.
- Updated rewarded video delegate method.
- Verified compatibility with FAN SDK 4.28.0.
- Added support for Google Unified Native Ads.
- Verified compatibility with FAN SDK 4.27.2.
- Verified compatibility with FAN SDK 4.27.1.
- Verified compatibility with FAN SDK 4.27.0.
- Verified compatibility with FAN SDK 4.26.1.
- Added support for rewarded video ads.
- Added support for native video ads.
- Verified compatibility with FAN SDK 4.26.0.
- Updated the adapter's view tracking for native ads to register individual asset views with the Facebook SDK rather than the entire ad view. This means that background (or "whitespace") clicks on the native ad will no longer result in clickthroughs.
- Verified compatibility with FAN SDK v4.25.0.
- Verified compatibility with FAN SDK 4.24.0.
- Added support for the
backgroundShownproperty on Facebook's AdChoices view via network extras.
- Updated the default AdChoices icon behaviour. The adapter lets Facebook set the default behaviour if no extras are provided.
- Verified compatibility with FAN SDK 4.23.0.
- Verified compatibility with FAN SDK 4.22.1.
- Removed the support for
- Verified compatibility with FAN SDK 4.22.0.
- Verified compatibility with FAN SDK 4.21.0.
- Verified compatibility with FAN SDK 4.20.2.
- Verified compatibility with FAN SDK 4.20.1.
- Verified compatibility with FAN SDK 4.20.0.
- Verified compatibility with FAN SDK 4.19.0.
- Verified compatibility with FAN SDK 4.18.0.
- Fixed a bug for native ads where AdChoices icon was rendering out of bounds.
- Changed the version naming system to [FAN SDK version].[adapter patch version].
- Updated the minimum required Google Mobile Ads SDK to v7.12.0.
- Added support for native ads.
- Requires Google Mobile Ads SDK 7.8.0 or higher.
- Requires FAN SDK 4.13.1 or higher.
- Adapter now uses [kFBAdSizeInterstitial] instead of [kFBAdSizeInterstital].
- Enabled bitcode.
- Fixed a bug where interstitial presented and interstitial leaving application callbacks were not properly invoked.
- Sends callbacks when an ad is presented and dismissed.
- Added support for full width x 250 format when request is
- Added support for
- Initial release.