Urgent: InMobi SDK setup help!
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I am seriously at my wit's end trying to get InMobi SDK integrated into my new Android game, it's been two full days of pure frustration and I feel like I'm hitting a brick wall. Nothing, and I mean absolutely nothing, seems to be working. I'm developing in Android Studio using Kotlin and my goal is to implement InMobi interstitial video ads to monetize the game, but I can't even get a test ad to show up. Iโve meticulously followed the official InMobi Android SDK integration guide, going through every single step multiple times, thinking I must have missed something obvious. I've added all the required dependencies to my app's `build.gradle` file, made sure the SDK is initialized correctly in my `Application` class with the proper Account ID, and double-checked that Iโm using the correct Placement ID for the interstitial ad unit. My `AndroidManifest.xml` has all the necessary permissions and activities listed exactly as specified in their documentation. I've tried running it on multiple test devices, including a physical phone and an emulator, but the result is always the same: no ads load. The `onAdLoadFailed` callback is consistently triggered, often returning `InMobiAdRequestStatus.NO_FILL` or sometimes `INTERNAL_ERROR`, but without any specific crash logs or detailed error messages that could point me to the root cause. Occasionally, I'll just get a blank screen where the ad should be, which is almost more infuriating because it's so vague. I've scoured InMobi's own documentation, their forums, and even Stack Overflow for similar issues, but haven't found a solution that works for my scenario. All I want is for *any* ad, even a test ad, to load successfully so I can confirm the basic integration is working before I move on to more complex implementations. Has anyone here faced similar issues with InMobi SDK setup, particularly with `inmobi interstitial` ads on Android? Are there any obscure steps or common pitfalls that aren't clearly documented that I might be missing? I am desperate for any working code snippets, debugging tips, or even just a pointer in the right direction.
2 Answers
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Olivia Taylor
Answered 2 weeks agoHello Ibrahim Mansour,
` and ` `. For release builds, if you're using ProGuard or R8, make sure to add the necessary `keep` rules for the InMobi SDK as specified in their documentation; obfuscation can strip vital classes, leading to `INTERNAL_ERROR`. Sometimes, especially with new ad units, it can take a short while (up to an hour) for InMobi's systems to fully propagate the ad unit across their programmatic advertising network, so a bit of waiting after creation before extensive testing can sometimes help. If you're consistently seeing `NO_FILL` even after resolving potential integration issues, consider implementing ad mediation to integrate multiple ad networks, which significantly increases your fill rates and overall monetization potential.
I'm seriously at my wit's end trying to get InMobi SDK integrated into my new Android game, it's been two full days of pure frustration and I feel like I'm hitting a brick wall.I understand the frustration when an SDK integration isn't behaving as expected, especially with interstitial video ads. The `NO_FILL` and `INTERNAL_ERROR` messages from InMobi are indeed vague without further context. A common pitfall that often leads to these issues, even after meticulously following documentation, is the setup for test ads and proper error logging. First, ensure you've explicitly enabled test mode for your device. InMobi requires you to register your test device's advertising ID (GAID) in their dashboard under the "Tools" section. Without this, even `test` Placement IDs might not serve ads reliably, as the network might not recognize your device as a valid test environment. For more granular debugging, you should always log the `reason` and `adRequestStatus.getMessage()` from the `onAdLoadFailed` callback. This provides a specific string message that can often point to issues like invalid account/placement IDs, network configuration problems, or even temporary server-side issues. Additionally, verify your `AndroidManifest.xml` includes `
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Ibrahim Mansour
Answered 2 weeks agoYeah, that makes so much sense about registering the test device GAID, I totally overlooked that and it totally changes how I'm thinking about debugging this. And logging the specific reason from `onAdLoadFailed` is a good shout too.
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