Ads (Cocos)
Two ad types: interstitial (non‑opt‑in, full‑screen break) and rewarded (player opts in, gets a reward on completion).
Readiness checks
Section titled “Readiness checks”Gate the UI — don’t expose a “Watch ad” button if no provider is ready.
Interstitial
Section titled “Interstitial”Resolves whether the ad showed or was skipped/throttled. There’s no distinct “completed” state for interstitials — the promise settling is the signal that the ad view ended.
Rewarded
Section titled “Rewarded”Grant the reward only on COMPLETED. SKIPPED means the ad was shown but the user dismissed it before the end (no reward); FAILED means nothing was shown (no fill / throttled / error). Skip and failure are distinct values, so you can tell a deliberate skip apart from a delivery failure.
Typical pattern
Section titled “Typical pattern”Throttling
Section titled “Throttling”Interstitials are throttled by the underlying SDK (≈5 minute cooldown, ≈100s init block). Rewarded ads are not throttled. If an interstitial “does nothing”, it’s usually the throttler — not a bug.
Related
Section titled “Related”- Waterfall, throttling knobs, ad types that the Web SDK exposes beyond Cocos’s subset: Web SDK ads.