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Question Admob GDPR Consent Message doesn't show up on my phone

Discussion in 'Scripting' started by ayseaktas, Sep 28, 2023.

  1. ayseaktas

    ayseaktas

    Joined:
    Jan 18, 2021
    Posts:
    50
    Hello! I have an Android game on Google Play and I am using Admob to show ads. Since Admob demands to show users GDPR Consent Message at the start of the game I am trying to implement it.

    I created the message on Admob and managed to show it on Unity Editor with this script;

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using GoogleMobileAds.Ump.Api;
    5.  
    6. public class GDPRScript : MonoBehaviour
    7. {
    8.     ConsentForm _consentForm;
    9.     void Start()
    10.     {
    11.         var debugSettings = new ConsentDebugSettings
    12.         {
    13.             // Geography appears as in EEA for debug devices.
    14.             DebugGeography = DebugGeography.EEA,
    15.             TestDeviceHashedIds = new List<string>
    16.             {
    17.                 "I am using the advertising ID of my phone here."
    18.             }
    19.         };
    20.  
    21.         // Here false means users are not under age.
    22.         ConsentRequestParameters request = new ConsentRequestParameters
    23.         {
    24.             TagForUnderAgeOfConsent = false,
    25.             ConsentDebugSettings = debugSettings,
    26.         };
    27.  
    28.         // Check the current consent information status.
    29.         ConsentInformation.Update(request, OnConsentInfoUpdated);
    30.     }
    31.  
    32.     void OnConsentInfoUpdated(FormError error)
    33.     {
    34.         if (error != null)
    35.         {
    36.             // Handle the error.
    37.             UnityEngine.Debug.LogError(error);
    38.             return;
    39.         }
    40.  
    41.         if (ConsentInformation.IsConsentFormAvailable())
    42.         {
    43.             LoadConsentForm();
    44.         }
    45.         // If the error is null, the consent information state was updated.
    46.         // You are now ready to check if a form is available.
    47.     }
    48.  
    49.     void LoadConsentForm()
    50.     {
    51.         // Loads a consent form.
    52.         ConsentForm.Load(OnLoadConsentForm);
    53.     }
    54.  
    55.     void OnLoadConsentForm(ConsentForm consentForm, FormError error)
    56.     {
    57.         if (error != null)
    58.         {
    59.             // Handle the error.
    60.             UnityEngine.Debug.LogError(error);
    61.             return;
    62.         }
    63.  
    64.         // The consent form was loaded.
    65.         // Save the consent form for future requests.
    66.         _consentForm = consentForm;
    67.  
    68.         // You are now ready to show the form.
    69.         if (ConsentInformation.ConsentStatus == ConsentStatus.Required)
    70.         {
    71.             _consentForm.Show(OnShowForm);
    72.         }
    73.     }
    74.  
    75.  
    76.     void OnShowForm(FormError error)
    77.     {
    78.         if (error != null)
    79.         {
    80.             // Handle the error.
    81.             UnityEngine.Debug.LogError(error);
    82.             return;
    83.         }
    84.  
    85.         // Handle dismissal by reloading form.
    86.         LoadConsentForm();
    87.     }
    88. }
    As I said the message works fine on the editor but doesn't show up on the build. I checked with Logcat and didn't see any errors.

    What could be the problem here?
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all <--- my guess
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. ayseaktas

    ayseaktas

    Joined:
    Jan 18, 2021
    Posts:
    50
    Thank you for the advice. Now I can see the message when I build and test the APK on my phone. However, when I build a bundle and create an internal test on Google Play, the message does not appear in the app. I'm wondering how I can debug an app bundle to pinpoint the issue. I know I can't upload a bundle to Google with the development build
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    Google Play / Android ecosystem by default backs up your game state, including playerprefs. Even if you uninstall the app and reinstall it, it may still think it has already asked the question.

    Change the name or key used for your "ask only once" logic and see if it happens.

    Otherwise, you can also print debugging information to the screen, as noted in my original post above:

     
  5. ayseaktas

    ayseaktas

    Joined:
    Jan 18, 2021
    Posts:
    50
    Thanks, maybe that is the problem. I will test it with this method which Admob recommends using when testing before calling ConsentInformation.Update();
    Code (CSharp):
    1. ConsentInformation.Reset();
    Edit: Unfortunately, that didn't work.
     
    Last edited: Oct 4, 2023