展示位置类型
使用集合让一切井井有条
根据您的偏好保存内容并对其进行分类。
对 adBreak()
的所有调用都必须指定展示位置类型。这是一个说明广告展示时的游戏状态的字符串。您的游戏是否正在加载?玩家是否暂停了游戏?或者玩家在游戏中是否满足了获得奖励的条件?
您使用的精确类型非常重要。因为这会直接影响将要展示的广告体验(插页式广告还是激励广告)。同时,这也会对 API 行为产生另外一些不太明显的影响。请务必正确指定展示位置类型,以便 API 能够以最佳方式运作。
展示位置类型 |
说明 |
'preroll' |
游戏界面尚未加载,没有在播放声音。每次网页加载时,游戏中只能有一个“前贴片广告”展示位置。
示例:玩家在游戏目录中点击您的游戏。系统显示游戏画布,并在呈现游戏界面或启用声音之前展示一个广告。玩家可以点击或关闭广告,游戏会随即开始。 |
'start' |
您的游戏已加载,界面已显示且声音已启用,玩家可以与游戏互动,但游戏尚未开始。
示例:系统显示一个简短的“正在加载…”屏幕,随后展示一个插页式广告。玩家可以点击广告或关闭广告,从而继续进入游戏。
注意:与 start 展示位置相比,preroll 会处理更多事务。preroll 会等待 API 完成初始化并自动预加载广告。在界面呈现前,游戏正在加载时,您应该将 preroll 而非 start 用于展示的第一个广告。界面呈现且玩家能够与游戏互动后,start 是更好的选择。 游戏重新开始时也可以使用 start - 每次网页加载可以有多个 start 展示位置。如果游戏中的第一个展示位置是 start (即您没有使用 preroll 展示位置),那么您可能需要手动请求预加载广告。 |
'pause' |
玩家暂停了游戏。
示例:玩家暂停了游戏,系统显示了一个插页式广告。在玩家关闭广告之前,广告会一直在屏幕上展示。当玩家重回游戏时,游戏仍处于暂停状态。玩家可以恢复游戏并继续玩。 |
'next' |
玩家进入下一关。
示例:玩家刚刚过关。他点按“下一关…”按钮后,系统展示了一个插页式广告。玩家看到广告,将其关闭,然后继续下一关。 |
'browse' |
玩家在游玩间隙浏览选项。
示例:玩家想改变角色外观。他点按“选项…”按钮后,系统展示了一个插页式广告。玩家看到广告,将其关闭,然后继续前往角色编辑器。 |
'reward' |
玩家在游戏中满足了获得奖励的条件。
示例:玩家游戏失败,并用完了生命数。此时如果玩家观看广告,便可获得生命奖励。Ad Placement API 调用您的代码,以便向玩家提供奖励。玩家点按奖励按钮,并完整观看视频广告。然后,他们就会获得新生命,并继续玩游戏。 |
注意:我们仍在积极开发这组展示位置类型。
如果您的游戏中有不属于上述任何类别的展示位置,请告知您的 Google 客户经理,我们会在开发过程中根据这一反馈优化这些类别。
如未另行说明,那么本页面中的内容已根据知识共享署名 4.0 许可获得了许可,并且代码示例已根据 Apache 2.0 许可获得了许可。有关详情,请参阅 Google 开发者网站政策。Java 是 Oracle 和/或其关联公司的注册商标。
最后更新时间 (UTC):2025-07-26。
[null,null,["最后更新时间 (UTC):2025-07-26。"],[[["\u003cp\u003eAll calls to \u003ccode\u003eadBreak()\u003c/code\u003e require a placement type string describing the game's state when the ad is shown (e.g., loading, paused, reward offered).\u003c/p\u003e\n"],["\u003cp\u003eThe placement type impacts the ad experience (interstitial or rewarded) and the API's behavior, so accurate specification is crucial for optimal performance.\u003c/p\u003e\n"],["\u003cp\u003ePlacement types include \u003ccode\u003epreroll\u003c/code\u003e (before UI loads), \u003ccode\u003estart\u003c/code\u003e (after UI loads), \u003ccode\u003epause\u003c/code\u003e, \u003ccode\u003enext\u003c/code\u003e, \u003ccode\u003ebrowse\u003c/code\u003e, and \u003ccode\u003ereward\u003c/code\u003e, each with specific use cases.\u003c/p\u003e\n"],["\u003cp\u003eWhile the current placement types cover common scenarios, developers with unique placements should inform their Google Account Manager for potential refinements to the categories.\u003c/p\u003e\n"]]],["The `adBreak()` function requires a placement type string, which defines the game's state when an ad appears. Placement types include `'preroll'` (game loading, before UI), `'start'` (game loaded, UI visible), `'pause'` (game paused), `'next'` (level transition), `'browse'` (exploring non-gameplay options), and `'reward'` (player offered an in-game reward for watching an ad). The selected placement directly impacts ad type and API behavior. `'preroll'` preloads ads and is preferable for the first ad.\n"],null,["# Placement types\n\nAll calls to `adBreak()` must specify a placement type. This is a string that\ndescribes the state of your game when the ad will be shown. Is your game just\nloading? Has the player paused the game play? Or have they reached a point in\nyour game where they could be offered a reward?\n\nThe precise type that you use is important. As it can directly affect the kind\nof ad experience that will be shown (an interstitial versus a rewarded ad). But\nit can also have other less visible effects on behaviour of the API. It's\nimportant that you specify the placement type correctly so the API can work\noptimally.\n\n| Placement type | Description |\n|----------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| `'preroll'` | Your game has not loaded its UI and is not playing sound. There can only be one 'preroll' placement in your game for each page load. **Example:** a player clicks on your game within a game catalogue. The game canvas is displayed, and before your game renders its UI or enables sound an ad is shown. The player can click on the ad or dismiss it at which point the game will start. |\n| `'start'` | Your game has loaded, the UI is visible and sound is enabled, the player can interact with the game, but the game play has not started yet. **Example:** You display a brief loading screen \"Loading...\" and an interstitial ad is shown. The player can click on the ad or dismiss it to continue to the game. **NOTE:** A `preroll` does quite a bit more work for you than a `start` placement. `preroll` waits for the API to initialise and automatically preloads ads. You should use `preroll` instead of `start` for the very first ad that's shown while your game is loading, before the UI has rendered. `start` is a better placement once your UI has rendered and the player is able to interact with the game. `start` can also be used when the game restarts---there can be multiple `start` placements per page load. If a `start` placement is the very first placement in your game (i.e. you don't use the `preroll` placement), you may need to [manually request that ads are preloaded](/ad-placement/docs/preload-ads). |\n| `'pause'` | The player pauses the game. **Example:** the player pauses the game and an interstitial ad is shown. The ad remains on the screen until the player dismisses it. When they return the game is still paused. The player can then resume the game and keep playing. |\n| `'next'` | The player navigates to the next level. **Example:** The player has just completed a level. They tap a button \"Next level...\" an interstitial ad is shown. They view the ad, dismiss it, and proceed to the next level. |\n| `'browse'` | The player explores options outside of the gameplay. **Example:** The player wants to alter the style of their character. They tap the button \"Options...\" an interstitial ad is shown. They view the ad, dismiss it, and proceed to the character editor. |\n| `'reward'` | The player reaches a point in the game where they can be offered a reward. **Example:** The player has just died and run out of lives. They are offered a bonus life at this point if they watch an ad. The Ad Placement API calls your code to offer the reward to the player. They tap the reward button and watch all of a video ad. They then receive a new life and keep playing. |\n\n**Note**: this set of placement types is an\narea of active development.\n\nIf you have placements in your game that don't naturally fit into one of\nthese categories, let your Google Account Manager know, and we will use this\nfeedback over time to refine these categories."]]