ads-mediation-checks: AdMob, AppLovin MAX and LevelPlay; ads-levelplay-checks kept as a pointer
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skills/ads-mediation-checks/SKILL.md
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---
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name: ads-mediation-checks
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description: Diagnose and verify ad mediation in a mobile app or game before and after store release - Google AdMob (Ad Inspector), AppLovin MAX (Mediation Debugger) and Unity LevelPlay / ironSource (validateIntegration) with their networks - app ids and ad unit ids, adapter versions, test devices, no-fill before launch, app-ads.txt on the developer website, SKAdNetwork ids, ATT, privacy manifests, consent, COPPA and Data safety / App Privacy answers. Use when ads do not load, a network reports invalid ids, the user adds an ad SDK, or prepares ads for launch.
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---
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# Ad mediation checks (AdMob, AppLovin MAX, LevelPlay)
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No CLI needed apart from `storebound validate --play` (app-ads.txt) and `storebound privacy-manifest`; these are checks
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to run and read. Ask the owner before changing any dashboard setting. Most apps without ads can skip this skill.
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## Every mediation platform
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1. **Ids per platform**: iOS and Android have different app ids / keys and ad unit ids. Production ids only in release
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builds; test ids or registered test devices during development (real units with test traffic can get the account
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flagged).
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2. **Debug tool on a test device**: every network listed with its adapter and SDK versions as a supported pair, test
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ads loading per format.
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3. **No fill before launch is normal**: networks start filling once the app is live and its store URLs are set in
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the mediation dashboard.
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4. **app-ads.txt** at the root of the developer website named in both listings (`https://<domain>/app-ads.txt`; IAB
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spec: https://github.com/InteractiveAdvertisingBureau/Supply-Chain-Validation/blob/main/app-ads.txt.md): the
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platform's own line plus each network's lines from the dashboard. Put them in `ads.appAdsTxt` so
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`storebound validate --play` checks the file. The listing website domain must match exactly (AdMob: the developer
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website; on iOS the marketing URL; verification can take a day, https://support.google.com/admob/answer/9363762).
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5. **iOS**: SKAdNetwork ids of every network in Info.plist (from each network's list or generator),
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`NSUserTrackingUsageDescription` and the ATT prompt before the ad SDK starts, privacy manifests of every SDK
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(`storebound privacy-manifest --ios ios/App`, `privacy-manifest` skill).
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6. **Android**: `com.google.android.gms.permission.AD_ID` and the Play advertising ID declaration; the AdMob app id in
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the manifest when any AdMob adapter is present (the app crashes at launch without it).
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7. **Privacy and audience**: consent (CMP) in the EU / EEA / UK / CH or non-personalized ads; "not directed at
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children" unless the app is for kids (Families policy otherwise); Data safety and App Privacy list the ad data as
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shared / tracking (`store-declarations`).
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8. **Placement**: no ads at launch, on exit or mid-task / mid-round; close buttons visible; rewarded ads always
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optional. Reviewers test the first minutes.
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## Google AdMob
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- Ad Inspector (SDK 20.0.0+, test devices only) shows each ad unit's mediation waterfall, adapter status and errors:
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https://developers.google.com/admob/android/ad-inspector (iOS: the same page under /admob/ios/).
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- Register test devices in the AdMob UI or in code; use Google's demo ad unit ids during development.
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## AppLovin MAX
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- Mediation Debugger: `AppLovinSdk.getInstance(context).showMediationDebugger()` (iOS: the SDK's
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`showMediationDebugger`). It lists integration status per network, missing SKAdNetwork ids and the app-ads.txt
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entries; enable test mode per network under Completed Integrations > Test Ad, then restart the app.
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https://support.applovin.com/en/max/android/testing-networks/mediation-debugger/
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- SKAdNetwork: AppLovin's Info.plist generator for the networks you use
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(https://support.applovin.com/en/max/ios/overview/skadnetwork).
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## Unity LevelPlay (ironSource)
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1. After init call the SDK's `validateIntegration()`; the device log (Xcode console, Android logcat tag
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`IntegrationHelper`) must list every network as "Adapter - Version x - VERIFIED". Adapter + network SDK versions
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must be a pair from Unity's adapter tables.
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2. **Unity Ads "Invalid Game ID" / iOS "Initialization failed: not found"** is often account-side: compare
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`https://publisher-config.unityads.unity3d.com/games/<gameId>/configuration` for your id with Unity's demo id
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`14851`. If yours 404s or is empty, the Unity Ads project / game id is not set up or not linked to the LevelPlay app
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(Monetization > Projects, and the LevelPlay network setup with exactly those ids).
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3. **509 "Mediation No fill"** before launch: the LevelPlay app is not live / not linked to store URLs yet.
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4. app-ads.txt: `ironsrc.com, <id>, DIRECT` plus the network lines from LevelPlay's app-ads.txt page
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(https://docs.unity.com/en-us/grow/programmatic/ironsource-exchange/app-ads-txt).
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## Gotchas
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- A network failing to init does not break mediation; the others still fill once the app is live.
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- Adding a network can add Data safety / App Privacy data types and SKAdNetwork ids: update both before release.
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