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A studio asked for AdMob support, so I built it (and App Store Connect too)

It’s been a while, so here are the main developments relating to Yieldwatch, the ad revenue monitor I've been building for solo and small mobile game studios.

Originally, I only built Yieldwatch around AppLovin MAX. Then, a studio founder replied to some outreach and mentioned they run AdMob with Unity Bidding for mediation, and that support for it would make Yieldwatch actually useful for their setup. So I built it.

​AdMob support now does the same thing AppLovin support does: automatic monitoring of revenue, eCPM, and fill rate, plus a breakdown by ad source so you can tell whether a change came from Unity Bidding or AdMob's own network.

​Around the same time, I added App Store Connect too, so studios can track App Store sales revenue and units the same automated way, alongside whichever ad network they use.

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Still the same core idea underneath all three: is a dip your problem, or the market's? Every anomaly comes with an evidence trail (what else moved, what to check next).

​If you're on AppLovin MAX, AdMob, or have App Store sales worth watching, you can sign up at Yieldwatch.app, or if you want to demo it before, try the no sign-up demo at Yieldwatch.app/try.

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Yieldwatch