Native Ads - Custom Rendering

This feature is currently in a limited beta release. If you are interested in participating, reach out to your account manager to discuss the possibility. This feature will be made available to all publishers at the conclusion of the beta.

Native ads are ad assets that are presented to users via UI components that are native to the platform. They're shown using the same classes you already use in your storyboards, and can be formatted to match your app's visual design. When an ad loads, your app receives an ad object that contains its assets, and the app (rather than the SDK) is then responsible for displaying them.

This guide will show you how to use the Google Mobile Ads SDK to implement native ads in an iOS application, as well as some important things to consider along the way.

Prerequisites

This guide assumes some working knowledge of the Google Mobile Ads SDK, so if you haven't already, consider running through our Get Started guide.

Always test with test ads

Before you begin, remember that when building and testing your apps, you should be sure that you're using test ads rather than live, production ads. Testing with production ads could lead to suspension of your account.

The easiest way to load test ads is to use our dedicated test ad unit ID for all native advanced ads on iOS:

ca-app-pub-3940256099942544/3986624511

It's been specially configured to return test ads for every request, and you're free to use it in your own apps while coding, testing, and debugging. Just make sure you replace it with your own ad unit ID before publishing your app.

For more information about how the Mobile Ads SDK's test ads work, see Test Ads.

Loading ads

There are two system-defined formats for native ads: app install and content.

App install ads are represented by GADNativeAppInstallAd and content ads are represented by GADNativeContentAd. Instances of these classes contain the assets for the native ad.

Native ads are loaded via GADAdLoader objects, which send messages to their delegates according to the GADAdLoaderDelegate protocol.

Initialize the ad loader

Before you can load an ad, you have to initialize the ad loader. The following code demonstrates how to initialize a GADAdLoader:

Swift

adLoader = GADAdLoader(adUnitID: "ca-app-pub-3940256099942544/3986624511",
    rootViewController: self,
        adTypes: [ ... ad type constants ... ],
    options: [ ... ad loader options objects ... ])
adLoader.delegate = self

Objective-C

self.adLoader = [[GADAdLoader alloc]
      initWithAdUnitID:@"ca-app-pub-3940256099942544/3986624511"
    rootViewController:rootViewController
               adTypes:@[ ... ad type constants ... ]
               options:@[ ... ad loader options objects ... ]];
self.adLoader.delegate = self;

You'll need an ad unit ID (you can use the test ID), constants to pass in the adTypes array to specify which native formats you want to request, and any options you wish to set in the options parameter. The list of possible values for the options parameter can be found below in the Setting native ad options section.

The adTypes array should contain one or more of the following constants:

Implement the ad loader delegate

The ad loader delegate needs to implement protocols specific your ad type. For native ads:

  • GADNativeAppInstallAdLoaderDelegate This protocol includes a message that's sent to the delegate when an app install ad has loaded:

    Swift

    public func adLoader(_ adLoader: GADAdLoader,
        didReceive nativeAppInstallAd: GADNativeAppInstallAd)
    

    Objective-C

    - (void)adLoader:(GADAdLoader *)adLoader
        didReceiveNativeAppInstallAd:(GADNativeAppInstallAd *)nativeAppInstallAd;
    
  • GADNativeContentAdLoaderDelegate This protocol defines a message sent when a content ad has loaded:

    Swift

    public func adLoader(_ adLoader: GADAdLoader,
        didReceive nativeContentAd: GADNativeContentAd)
    

    Objective-C

    - (void)adLoader:(GADAdLoader *)adLoader
        didReceiveNativeContentAd:(GADNativeContentAd *)nativeContentAd;
    

Request the ad

Once your GADAdLoader is initialized, call its loadRequest: method to request an ad:

Swift

adLoader.load(GADRequest())

Objective-C

[self.adLoader loadRequest:[GADRequest request]];

The loadRequest: method in GADAdLoader accepts the same GADRequest objects as banners and interstitials. You can use request objects to add targeting information, just as you would with other ad types.

A single GADAdLoader can make multiple requests, but only if they're done one at a time. When reusing a GADAdLoader, make sure you wait for each request to finish before calling loadRequest: again to begin the next. If you need to request multiple ads in parallel, you can always use multiple GADAdLoader objects.

When to request ads

Apps displaying native ads are free to request them in advance of when they'll actually be displayed. In many cases, this is the recommended practice. An app displaying a list of items with native ads mixed in, for example, can load native ads for the whole list, knowing that some will be shown only after the user scrolls the view and some may not be displayed at all.

While prefetching ads is a great technique, it's important that you don't keep old ads around forever without displaying them. Any native ad objects that have been held without display for longer than an hour should be discarded and replaced with new ads from a new request.

Handling failed requests

The above protocols extend the GADAdLoaderDelegate protocol, which defines a message sent when ads fail to load. You can use the GADRequestError object to determine the cause of the error.

Swift

public func adLoader(_ adLoader: GADAdLoader,
    didFailToReceiveAdWithError error: GADRequestError)

Objective-C

- (void)adLoader:(GADAdLoader *)adLoader
    didFailToReceiveAdWithError:(GADRequestError *)error;

Get notified of native ad events

To be notified of events related to the native ad interactions, set the delegate property of the native ad:

Swift

nativeAd.delegate = self

Objective-C

nativeAd.delegate = self;

Then implement GADNativeAdDelegate to receive the following delegate calls:

Swift

func nativeAdDidRecordClick(_ nativeAd: GADNativeAd) {
  // The native ad was shown.
}

func nativeAdDidRecordImpression(_ nativeAd: GADNativeAd) {
  // The native ad was clicked on.
}

func nativeAdWillPresentScreen(_ nativeAd: GADNativeAd) {
  // The native ad will present a full screen view.
}

func nativeAdWillDismissScreen(_ nativeAd: GADNativeAd) {
  // The native ad will dismiss a full screen view.
}

func nativeAdDidDismissScreen(_ nativeAd: GADNativeAd) {
  // The native ad did dismiss a full screen view.
}

func nativeAdWillLeaveApplication(_ nativeAd: GADNativeAd) {
  // The native ad will cause the application to become inactive and
  // open a new application.
}

Objective-C

- (void)nativeAdDidRecordImpression:(GADNativeAd *)nativeAd {
  // The native ad was shown.
}

- (void)nativeAdDidRecordClick:(GADNativeAd *)nativeAd {
  // The native ad was clicked on.
}

- (void)nativeAdWillPresentScreen:(GADNativeAd *)nativeAd {
  // The native ad will present a full screen view.
}

- (void)nativeAdWillDismissScreen:(GADNativeAd *)nativeAd {
  // The native ad will dismiss a full screen view.
}

- (void)nativeAdDidDismissScreen:(GADNativeAd *)nativeAd {
  // The native ad did dismiss a full screen view.
}

- (void)nativeAdWillLeaveApplication:(GADNativeAd *)nativeAd {
  // The native ad will cause the application to become inactive and
  // open a new application.
}

Native ad options

The last parameter included in the creation of the GADAdLoader above is an optional array of objects.

Swift

adLoader = GADAdLoader(adUnitID: "ca-app-pub-3940256099942544/3986624511",
    rootViewController: self,
    adTypes: [ ... ad type constants ... ],
    options: [ ... ad loader options objects ... ])

Objective-C

self.adLoader = [[GADAdLoader alloc]
      initWithAdUnitID:@"ca-app-pub-3940256099942544/3986624511"
    rootViewController:rootViewController
               adTypes:@[ ... ad type constants ... ]
               options:@[ ... ad loader options objects ... ]];

This optional array holds one or more instances of a GADAdLoaderOptions subclass (GADNativeAdImageAdLoaderOptions), which are objects that an app can use to indicate its preferences for how native ads should be loaded and behave.

GADNativeAdImageAdLoaderOptions contains properties relating to images in Native Advanced ads. Apps can control how a GADAdLoader handles Native Ads Advanced image assets by creating a GADNativeAdImageAdLoaderOptions object, setting its properties (disableImageLoading, preferredImageOrientation, and shouldRequestMultipleImages), and passing it in during initialization.

GADNativeAdImageAdLoaderOptions has the following properties:

disableImageLoading
Image assets for native ads are returned via instances of GADNativeAdImage, which contains image and imageURL properties. If disableImageLoading is set to false, which is the default (NO in Objective-C), the SDK will fetch image assets automatically and populate both the image and the imageURL properties for you. If it's set to true (or YES in Objective-C), the SDK will only populate imageURL, allowing you to download the actual images at your discretion.
preferredImageOrientation

Some creatives have multiple images available to match different device orientations. Apps can request images for a particular orientation by setting this property to one of the orientation constants:

  • GADNativeAdImageAdLoaderOptionsOrientationAny
  • GADNativeAdImageAdLoaderOptionsOrientationLandscape
  • GADNativeAdImageAdLoaderOptionsOrientationPortrait

If you use preferredImageOrientation to specify a preference for landscape or portrait image orientation, the SDK will place images matching that orientation first in image asset arrays and place non-matching images after them. Since some ads will only have one orientation available, publishers should make sure that their apps can handle both landscape and portrait images.

If this method is not called, the default value of GADNativeAdImageAdLoaderOptionsOrientationAny will be used.

shouldRequestMultipleImages

Some image assets will contain a series of images rather than just one. By setting this value to true, your app indicates that it's prepared to display all the images for any assets that have more than one. By setting it to false (the default) your app instructs the SDK to provide just the first image for any assets that contain a series.

If no GADAdLoaderOptions objects are passed in when initializing a GADAdLoader, the default value for each option will be used.

GADNativeAdViewOptions

GADNativeAdViewAdOptions objects are used to indicate preferences for how native ad views should represent ads. They have a single property: preferredAdChoicesPosition, which you can use to specify the location where the AdChoices icon should be placed. The icon can appear at any corner of the ad, and defaults to GADAdChoicesPositionTopRightCorner. The possible values for this property are:

  • GADAdChoicesPositionTopRightCorner
  • GADAdChoicesPositionTopLeftCorner
  • GADAdChoicesPositionBottomRightCorner
  • GADAdChoicesPositionBottomLeftCorner

Here's an example showing how to place the AdChoices icon in the top left corner of an ad:

Swift

let adViewOptions = GADNativeAdViewAdOptions()
adViewOptions.preferredAdChoicesPosition = .topLeftCorner
adLoader = GADAdLoader(adUnitID: "ca-app-pub-3940256099942544/3986624511",
    rootViewController: self,
    adTypes: [ ... ad type constants ... ],
    options: [ ... ad loader options objects ... ])

Objective-C

GADNativeAdViewAdOptions *adViewOptions = [[GADNativeAdViewAdOptions alloc] init];
adViewOptions.preferredAdChoicesPosition = GADAdChoicesPositionTopLeftCorner;
self.adLoader = [[GADAdLoader alloc]
      initWithAdUnitID:@"ca-app-pub-3940256099942544/3986624511"
    rootViewController:self
               adTypes:@[ ... ad type constants ...  ]
               options:@[ ... ad loader options objects ... ]];

GADVideoOptions

GADVideoOptions objects are used to indicate how native video assets should be displayed. They offer a single property: startMuted.

This boolean indicates whether video assets should begin playback in a muted state. The default value is true.

Displaying a system-defined native ad format

When a native ad loads, your app will receive a native ad object via one of the GADAdLoaderDelegate protocol messages. Your app is then responsible for displaying the ad (though it doesn't necessarily have to do so immediately). To make displaying system-defined ad formats easier, the SDK offers some useful resources.

The ad view classes

For each of the system-defined formats, there is a corresponding "ad view" class: GADNativeAppInstallAdView for app install ads, and GADNativeContentAdView for content ads. These ad view classes are UIViews that publishers should use to display ads of the corresponding format. A single GADNativeAppInstallAdView, for example, can display a single instance of a GADNativeAppInstallAd. Each of the UIViews used to display that ad's assets should be children of that GADNativeAppInstallAdView object.

If you were displaying an app install ad in a UITableView, for example, the view hierarchy for one of the cells might look like this:

The ad view classes also provide IBOutlets used to register the view used for each individual asset, and a method to register the GADNativeAd object itself. Registering the views in this way allows the SDK to automatically handle tasks such as:

  • Recording clicks.
  • Recording impressions (when the first pixel is visible on the screen).
  • Displaying the AdChoices overlay.

The AdChoices overlay

For indirect native ads (delivered via Ad Exchange backfill or through Ad Exchange or AdSense), an AdChoices overlay is added by the SDK. Please leave space in your preferred corner of your native ad view for the automatically inserted AdChoices logo. Also, make sure the AdChoices overlay is placed on content that allows the icon to be easily seen. For more information on the overlay's appearance and function, aee the programmatic native ads implementation guidelines.

Ad attribution

When displaying programmatic native ads, you must display an ad attribution to denote that the view is an advertisement.

Code example

Let's take a look at how to display native ads using views loaded dynamically from xib files. This can be a very useful approach when using GADAdLoaders configured to request multiple formats.

Laying out the UIViews

The first step is to lay out the UIViews that will display native ad assets. You can do this in the Interface Builder as you would when creating any other xib file. Here's how the layout for a native ad might look:

And here's how the layout for a content ad might look:

Note the Custom Class value in the top right of the image. It's set to GADNativeAppInstallAdView and GADNativeContentAdView. These are the ad view classes that are used to display a GADNativeAppInstallAd and GADNativeContentAd.

For system-defined formats, you'll need to use the ad view class that matches the ad format you intend the layout to show.

When adding the imageView, be sure to change the contentMode to Aspect Fit to ensure that the images are displayed at the correct aspect ratio.

Linking outlets to views

Once the views are in place and you've assigned the correct ad view class to the layout, link the ad view's asset outlets to the UIViews you've created. Here's how you might link the ad view's asset outlets to the UIViews created for an app install ad: And here's how you might link the ad view's asset outlets to the UIViews created for a content ad: In the outlet panel, the outlets in GADNativeContentAdView have been linked to the `UIViews` laid out in the Interface Builder. This lets the SDK know which UIView displays which asset. It's also important to remember that these outlets represent the views that are clickable in the ad.

Displaying the ad

Once the layout is complete and the outlets are linked, the last step is to add code to your app that displays an ad once it has loaded. Here's a method to display an ad in the view defined above:

Swift

// Mark: - GADNativeAppInstallAdLoaderDelegate

func adLoader(_ adLoader: GADAdLoader,
    didReceive nativeAppInstallAd: GADNativeAppInstallAd) {
  // Create and place the ad in the view hierarchy.
  let appInstallAdView = Bundle.main.loadNibNamed("NativeAppInstallAdView", owner: nil,
      options: nil)?.first as! GADNativeAppInstallAdView
  // TODO: Make sure to add the GADNativeAppInstallAdView to the view hierarchy.

  // Associate the app install ad view with the app install ad object. This is
  // required to make the ad clickable.
  appInstallAdView.nativeAppInstallAd = nativeAppInstallAd

  // Populate the app install ad view with the app install ad assets.
  // Some assets are guaranteed to be present in every app install ad.
  (appInstallAdView.headlineView as! UILabel).text = nativeAppInstallAd.headline
  (appInstallAdView.iconView as! UIImageView).image = nativeAppInstallAd.icon?.image
  (appInstallAdView.bodyView as! UILabel).text = nativeAppInstallAd.body
  (appInstallAdView.imageView as! UIImageView).image =
      (nativeAppInstallAd.images?.first as! GADNativeAdImage).image
  (appInstallAdView.callToActionView as! UIButton).setTitle(
      nativeAppInstallAd.callToAction, for: UIControlState.normal)

  // Other assets are not, however, and should be checked first.
  let starRatingView = appInstallAdView.starRatingView
  if let starRating = nativeAppInstallAd.starRating {
    (starRatingView as! UIImageView).image = imageOfStarsFromStarRating(starRating)
    starRatingView?.isHidden = false
  } else {
    starRatingView?.isHidden = true
  }

  let storeView = appInstallAdView.storeView
  if let store = nativeAppInstallAd.store {
    (storeView as! UILabel).text = store
    storeView?.isHidden = false
  } else {
    storeView?.isHidden = true
  }

  let priceView = appInstallAdView.priceView
  if let price = nativeAppInstallAd.price {
    (priceView as! UILabel).text = price
    priceView?.isHidden = false
  } else {
    priceView?.isHidden = true
  }

  // In order for the SDK to process touch events properly, user interaction
  //should be disabled on all views associated with the
  // GADNativeAppInstallAdView. Since UIButton has userInteractionEnabled set
  // to true by default, views of this type must explicitly set
  // userInteractionEnabled to false.
  (appInstallAdView.callToActionView as! UIButton).isUserInteractionEnabled = false
}

Objective-C

#pragma mark GADNativeAppInstallAdLoaderDelegate implementation

- (void)adLoader:(GADAdLoader *)adLoader
    didReceiveNativeAppInstallAd:(GADNativeAppInstallAd *)nativeAppInstallAd {
  // Create and place ad in view hierarchy.
  GADNativeAppInstallAdView *appInstallAdView =
      [[[NSBundle mainBundle] loadNibNamed:@"NativeAppInstallAdView"
                                     owner:nil
                                   options:nil] firstObject];
  // TODO: Make sure to add the GADNativeAppInstallAdView to the view hierarchy.

  // Associate the app install ad view with the app install ad object. This is
  // required to make the ad clickable.
  appInstallAdView.nativeAppInstallAd = nativeAppInstallAd;

  // Populate the app install ad view with the app install ad assets.
  // Some assets are guaranteed to be present in every app install ad.
  ((UILabel *)appInstallAdView.headlineView).text = nativeAppInstallAd.headline;
  ((UIImageView *)appInstallAdView.iconView).image = nativeAppInstallAd.icon.image;
  ((UILabel *)appInstallAdView.bodyView).text = nativeAppInstallAd.body;
  ((UIImageView *)appInstallAdView.imageView).image =
      ((GADNativeAdImage *)[nativeAppInstallAd.images firstObject]).image;
  [((UIButton *)appInstallAdView.callToActionView)setTitle:nativeAppInstallAd.callToAction
                                                  forState:UIControlStateNormal];

  // Other assets are not, however, and should be checked first.
  if (nativeAppInstallAd.starRating) {
    ((UIImageView *)appInstallAdView.starRatingView).image =
        [self imageForStars:nativeAppInstallAd.starRating];
    appInstallAdView.starRatingView.hidden = NO;
  } else {
    appInstallAdView.starRatingView.hidden = YES;
  }

  if (nativeAppInstallAd.store) {
    ((UILabel *)appInstallAdView.storeView).text = nativeAppInstallAd.store;
    appInstallAdView.storeView.hidden = NO;
  } else {
    appInstallAdView.storeView.hidden = YES;
  }

  if (nativeAppInstallAd.price) {
    ((UILabel *)appInstallAdView.priceView).text = nativeAppInstallAd.price;
    appInstallAdView.priceView.hidden = NO;
  } else {
    appInstallAdView.priceView.hidden = YES;
  }

  // In order for the SDK to process touch events properly, user interaction
  // should be disabled on  all views associated with the
  // GADNativeAppInstallAdView. Since UIButton has userInteractionEnabled set to
  // YES by default, views of this type must explicitly set
  // userInteractionEnabled to NO.
  appInstallAdView.callToActionView.userInteractionEnabled = NO;
}

And here's a method to display a content ad in the view defined above:

Swift

// Mark: - GADNativeContentAdLoaderDelegate

func adLoader(_ adLoader: GADAdLoader,
    didReceive nativeContentAd: GADNativeContentAd) {
  // Create and place the ad in the view hierarchy.
  let contentAdView = Bundle.main.loadNibNamed(
      "NativeContentAdView", owner: nil, options: nil)?.first as! GADNativeContentAdView
  // TODO: Make sure to add the GADNativeContentAdView to the view hierarchy.

  // Associate the content ad view with the content ad object. This is required
  // to make the ad clickable.
  contentAdView.nativeContentAd = nativeContentAd

  // Populate the content ad view with the content ad assets.
  // Some assets are guaranteed to be present in every content ad.
  (contentAdView.headlineView as! UILabel).text = nativeContentAd.headline
  (contentAdView.bodyView as! UILabel).text = nativeContentAd.body
  (contentAdView.imageView as! UIImageView).image =
      (nativeContentAd.images?.first as! GADNativeAdImage).image
  (contentAdView.advertiserView as! UILabel).text = nativeContentAd.advertiser
  (contentAdView.callToActionView as! UIButton).setTitle(
      nativeContentAd.callToAction, for: UIControlState.normal)

  // Other assets are not, however, and should be checked first.
  let logoView = contentAdView.logoView
  if let logoImage = nativeContentAd.logo?.image {
    (logoView as! UIImageView).image = logoImage
    logoView?.isHidden = false
  } else {
    logoView?.isHidden = true
  }

  // In order for the SDK to process touch events properly, user interaction
  // should be disabled on all views associated with the GADNativeContentAdView.
  // Since UIButton has userInteractionEnabled set to true by default, views of
  // this type must explicitly set userInteractionEnabled to false.
  (contentAdView.callToActionView as! UIButton).isUserInteractionEnabled = false
}

Objective-C

#pragma mark GADNativeContentAdLoaderDelegate implementation

- (void)adLoader:(GADAdLoader *)adLoader
    didReceiveNativeContentAd:(GADNativeContentAd *)nativeContentAd {
  // Create and place ad in view hierarchy.
  GADNativeContentAdView *contentAdView =
      [[[NSBundle mainBundle] loadNibNamed:@"NativeContentAdView"
                                     owner:nil
                                   options:nil] firstObject];
  // TODO: Make sure to add the GADNativeContentAdView to the view hierarchy.

  // Associate the content ad view with the content ad object. This is required
  // to make the ad clickable.
  contentAdView.nativeContentAd = nativeContentAd;

  // Populate the content ad view with the content ad assets.
  // Some assets are guaranteed to be present in every content ad.
  ((UILabel *)contentAdView.headlineView).text = nativeContentAd.headline;
  ((UILabel *)contentAdView.bodyView).text = nativeContentAd.body;
  ((UIImageView *)contentAdView.imageView).image =
      ((GADNativeAdImage *)[nativeContentAd.images firstObject]).image;
  ((UILabel *)contentAdView.advertiserView).text = nativeContentAd.advertiser;
  [((UIButton *)contentAdView.callToActionView)setTitle:nativeContentAd.callToAction
                                               forState:UIControlStateNormal];

  // Other assets are not, however, and should be checked first.
  if (nativeContentAd.logo && nativeContentAd.logo.image) {
    ((UIImageView *)contentAdView.logoView).image = nativeContentAd.logo.image;
    contentAdView.logoView.hidden = NO;
  } else {
    contentAdView.logoView.hidden = YES;
  }

  // In order for the SDK to process touch events properly, user interaction
  // should be disabled on all views associated with the GADNativeContentAdView.
  // Since UIButton has userInteractionEnabledset to YES by default, views of
  // this type must explicitly set userInteractionEnabled to NO.
  contentAdView.callToActionView.userInteractionEnabled = NO;
}
Our GitHub repository has the complete implementations for native custom rendering ads written in both Swift and Objective-C.

Download Native Advanced Example

Native video

In addition to images, text, and numbers, some native ads contain video assets. Not every ad will have one and apps are not required to display videos when they're included with an ad.

GADMediaView

Video assets are displayed to users via GADMediaView. This is a UIView that can be defined in a xib file or constructed dynamically. It should be placed within the view hierarchy of a GADNativeAdView, as with any other asset view.

Unlike other asset views, however, apps do not need to manually populate a GADMediaView with its asset. The SDK handles this automatically as follows:

  • If a video asset is available, it's buffered and starts playing inside the GADMediaView.
  • If the ad does not contain a video asset, the first image asset is downloaded and placed inside the GADMediaView instead.

This autopopulation of the GADMediaView with an available image asset does not always work when you're using mediation. Because not all mediation adapters guarantee that they'll create a media view for every ad, it's possible for a blank one to be returned for mediated ads. If you're using mediation, you should check the hasVideoContent property of an ad's GADVideoController to see if it contains a video asset, before displaying theGADMediaView. If there is no video content, you should display an image view that you populate manually with a relevant image.

Here's a snippet from the Native Advanced example: (Swift | Objective-C) that checks hasVideoContent and uses a UIImageView instead of GADMedaView when no video asset is present in the ad:

Swift

// The UI for this controller constrains the image view's height to match the
// media view's height, so by changing the one here, the height of both views
// are being adjusted.
if let controller = nativeAd.videoController, controller.hasVideoContent() {
  // The video controller has content. Show the media view.
  if let mediaView = nativeAdView.mediaView {
    mediaView.isHidden = false
    nativeAdView.imageView?.isHidden = true
    // This app uses a fixed width for the GADMediaView and changes its height
    // to match the aspect ratio of the video it displays.
    if controller.aspectRatio() > 0 {
      let heightConstraint = NSLayoutConstraint(item: mediaView,
                                           attribute: .height,
                                           relatedBy: .equal,
                                              toItem: mediaView,
                                           attribute: .width,
                                          multiplier: CGFloat(1 / controller.aspectRatio()),
                                            constant: 0)
      }
    }

  heightConstraint.isActive = true
  // By acting as the delegate to the GADVideoController, this ViewController
  // receives messages about events in the video lifecycle.
  controller.delegate = self
  videoStatusLabel.text = "Ad contains a video asset."

}
else {
  // If the ad doesn't contain a video asset, the first image asset is shown in
  // the image view. The existing lower priority height constraint is used.
  nativeAdView.mediaView?.isHidden = true
  nativeAdView.imageView?.isHidden = false
  let firstImage: GADNativeAdImage? = nativeAd.images?.first
  (nativeAdView.imageView as? UIImageView)?.image = firstImage?.image
  videoStatusLabel.text = "Ad does not contain a video."
}

Objective-C

// The UI for this controller constrains the image view's height to match the
// media view's height, so by changing the one here, the height of both views
// are being adjusted.
if (nativeAd.videoController.hasVideoContent) {
  // The video controller has content. Show the media view.
  nativeAdView.mediaView.hidden = NO;
  nativeAdView.imageView.hidden = YES;

  // This app uses a fixed width for the GADMediaView and changes its height
  // to match the aspect ratio of the video it displays.

  if (nativeAd.videoController.aspectRatio > 0) {
    NSLayoutConstraint *heightConstraint =
      [NSLayoutConstraint constraintWithItem:nativeAdView.mediaView
                                   attribute:NSLayoutAttributeHeight
                                   relatedBy:NSLayoutRelationEqual
                                      toItem:nativeAdView.mediaView
                                   attribute:NSLayoutAttributeWidth
                                  multiplier:(1 / nativeAd.videoController.aspectRatio)
                                    constant:0];
    heightConstraint.active = YES;
  }


  // By acting as the delegate to the GADVideoController, this ViewController
  // receives messages about events in the video lifecycle.
  nativeAd.videoController.delegate = self;
  self.videoStatusLabel.text = @"Ad contains a video asset.";
}
else {
  // If the ad doesn't contain a video asset, the first image asset is shown
  // in the image view. The existing lower priority height constraint is used.
  nativeAdView.mediaView.hidden = YES;
  nativeAdView.imageView.hidden = NO;

  GADNativeAdImage *firstImage = nativeAd.images.firstObject;
  ((UIImageView *)nativeAdView.imageView).image = firstImage.image;

  self.videoStatusLabel.text = @"Ad does not contain a video.";
}

While you aren't required to include a GADMediaView in your app's layout if don't intend to display video assets, it's recommended that you do.

GADVideoController

The GADVideoController class is used to retrieve information about video assets. GADNativeAppInstallAd and GADNativeContentAd both offer a videoController property that exposes the GADVideoController for each ad:

Swift

let vc1 = myAppInstallAd.videoController
let vc2 = myContentAd.videoController

Objective-C

GADVideoController *vc1 = myAppInstallAd.videoController
GADVideoController *vc2 = myContentAd.videoController

This property is never nil, even when the ad doesn't contain a video asset.

GADVideoController offers the following methods for querying video state:

  • hasVideoContent - True if the ad includes a video asset, false otherwise.
  • aspectRatio - The aspect ratio of the video (width/height) or 0 (zero) (if no video asset is present).

Apps can also set a GADViewControllerDelegate for the GADViewController to be notified of events in the lifecycle of a video asset. GADViewControllerDelegate offers a single optional message, videoControllerDidEndVideoPlayback, which is sent when a video completes playback.

Here's an example of GADViewControllerDelegate in action:

Swift

class ViewController: UIViewController, GADNativeAppInstallAdLoaderDelegate,
    GADVideoControllerDelegate

  func adLoader(_ adLoader: GADAdLoader, didReceive nativeAppInstallAd:
                GADNativeAppInstallAd) {
    ...
    nativeAppInstallAd.videController.delegate = self
    ...
  }

  ...
  func videoControllerDidEndVideoPlayback(_ videoController: Any!) {
    // Here apps can take action knowing video playback is finished.
    // This is handy for things like unmuting audio, and so on.
  }
}

Objective-C

@interface ViewController () <GADNativeAppInstallAdLoaderDelegate,
        GADVideoControllerDelegate>

- (void)adLoader:(GADAdLoader *)adLoader
    didReceiveNativeAppInstallAd:(GADNativeAppInstallAd) *)nativeAppInstallAd {
  ...
  nativeAppInstallAd.videoController.delegate = self;
  ...
}

...

- (void)videoControllerDidEndVideoPlayback:(GADVideoController *)videoController {
  // Here apps can take action knowing video playback is finished.
  // This is handy for things like unmuting audio, and so on.
}

@end

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