For those who do not understand, and those intended for future reference, here is how I did it with my Sprite Kit game.
I had my game project created using the SpriteKit template in Xcode, then moved on to the project settings like this:

In the "Linking binaries to libraries" section, just click the + button and add the iAd infrastructure.
After that, go to your view controller for your Sprite Kit game, and then enter the following:
// at the top #import <iAd/iAd.h> // do this in .m, above @implementation @interface YourViewControllerClassName () @property (nonatomic, strong) ADBannerView *banner; @end // after the implementation line // if you're needing to do it horizontally, do: - (void) viewWillLayoutSubviews { [super viewWillLayoutSubviews]; self.banner = [[ADBannerView alloc] initWithFrame:CGRectZero]; self.banner.delegate = self; [self.banner sizeToFit]; self.canDisplayBannerAds = YES; SKView *view = (SKView *)self.originalContentView; SKScene *scene = [[YourScene alloc] initWithSize:CGSizeMake(self.view.frame.size.width, self.view.frame.size.height)]; [view presentScene:scene]; }
If you do iAd only in a normal portrait, you can do the above code, but you can also just use - (void) viewDidLoad instead ...
Now the delegate methods for iAd are displayed ...
Go to the code above the @implementation line and edit it
// do this in .m, above @implementation @interface YourViewControllerClassName () <ADBannerViewDelegate> @property (nonatomic, strong) ADBannerView *banner; @end
Now go to the implementation line and enter the following:
This is all iAd requires to actually work in SpriteKit. Hope I helped those who read it.