I have a desktop app for Windows. it's written in C++. We're promoting the software using Google Adwords.
We would like to count installations of the software as a conversion on Google Ads, so the algorithm can optimize for it. But all I can find is for Mobile Apps, hooking up with Firebase or Google Analytics, but in the set up it's asking for App ID's on Google Play or Apple's AppStore which doesn't fit my case.
Has anyone done this before? or could some point in the right direction?
I haven't tried the standard pixel approach, because cookies are in the browser that generates the download, but not in the installed software itself, so there is no way for attribution to work correctly
The easiest option here is to use Google Analytics if you can. You can use the measurement protocol with GA to send the conversion, then import your GA conversions into Google Ads.
https://developers.google.com/analytics/devguides/collection/protocol/ga4
The UA version is pretty stable, but the new one linked above is working well too.
Related
I'm developing an application in Unity, primarily focusing on iOS right now.
For the backend, I decided to try out firebase since they have a Unity package and so far its been pretty painless.
Does a Google Signin option exist for Unity that doesnt involve GooglePlayGames (GPG)?
I'm not interested in integrating to that platform at all, Im really just after the Sign in feature so I can grab the user token and authenticate to Firebase.
I currently have GPG and Firebase up and running...and it works great.
My issue is that if a user is not a Google+ member, they cant authenticate since apparently GPG relies heavy on that.
All I'm really after is a solution for vanilla Google Login that would give me an auth token I can use in Firebase...
If you're familiar with Pokemon Go...a very similar login flow.
With that app i was able to use a google account that doesnt have google+ and everything worked fine.
First of all, don't use the Google Play games plugin; it doesn't work for iOS anyways if you don't have an existing Google Play games account via any Android device usage in past. Even for many Android users Play Games apps won't work because it's not packaged with every Android device.
However, I am using this Google Login Unity plugin in iOS & Android which is available in the Asset Store. It works really well.
https://www.assetstore.unity3d.com/en/content/94517
we've been working with a 3rd party Android device that uses API 17. We want to make a native Google API app so that we can map data for our customers. What happens is the app crashes and it says "Google Play Services required". Is there a workaround to this? can we somehow embed or package a file that is good enough to use Maps? We've spoken with the hardware company and they made a decision to not allow google play services. We are partnering with them to release the device with a couple of apps we offer with the device. Any help is appreciated
Google Play services enables Maps to run on your Android devices, as per Google statement:
With Google Play services, your app can take advantage of the latest,
Google-powered features such as Maps, Google+, and more, with
automatic platform updates distributed as an APK through the Google
Play store. This makes it faster for your users to receive updates and
easier for you to integrate the newest that Google has to offer.
That means you need Google Play services to make Google Maps work.
Download it here.
Recnetly, I have seen a video.js plugin (https://github.com/videojs/videojs-contrib-ads) that provides common functionality needed by video advertisement libraries.
Since I'm pretty new to this area, not sure what kind kinds of video networks can be used here, in addition to Google Video Adsense.
Could you list all possible (and well-known) video networks that can be used with this library?
Thanks!
videojs-contrib-ads is just a framework for ad support, you do need an additional plugin that builds off that to interact with the ad server and act on the response. Google's IMA plugin is an example of that, and should work not only with DFP but with other VAST-compliant ad servers.
If the iOS app is developed in Adobe Air environment, we want to implement Google Tag Manager (not Google Analytics). Is there any existing native extension out there? Or we have to create custom ANE for this?
Google (really Adobe) provides Google Analytics for Flash, which should work with Air. Google does not provide a version of Google Tag Manager optimized for Flash/Air.
However, if you are just interested in third-party tracking/analytics tools, consider Segment.io which, although they don't provide an Air-specific library, they do provide a supported REST API that could be used from from Air. Segment also has a notable presence on GitHub, so it might be worthwhile to publish your Adobe Air client on GitHub and see if they would help foster it with the Segment community on GitHub.
On https://glass.google.com/myglass, apps that require a login do it from the website before installing the app. How can I create an app that requires a login like this? I can't find anything in the documentation about it. Also, how can I test the app since it would not be in myglass?
Although Google has worked with some partners to get GDK-based Glassware in MyGlass that use auth, there is no public method to do so yet. This is a frequently requested feature, and you can expect that once the GDK leaves Developer Preview, it will be available.
Until then, you will need to test your app by sideloading the app onto Glass. If you're testing for yourself, you can hardcode the auth into the app, and many people have hacks that use QR codes.
Keep in mind that this only holds true for GDK Glassware. Anything built with the Mirror API has authentication as part of its web-based initialization which you can trigger without having to go through MyGlass.
Currenlty, Google Glass apps implemented with GDK do not have access to authentication support. The Google Glass team has accepted this issue to be implemented, but it is not there in XE12. Information from the Glass Team indicates that such authentication will be through the Account Manager, when it does arrive.
Only speculation and rumors about when that will be! (Though I will look at XE14 carefully when it comes out, moving Glass Android to 4.2.2 (KitKat).)