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ATT Popup Not Displayed #295
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is anybody here who will respond here? |
Hey @providence94, We're definitely trying to keep the space alive, so sorry for the delay in replying. Hm. I have just tested this method in my Unity app: Adjust.requestTrackingAuthorizationWithCompletionHandler((status) =>
{
Debug.Log(status);
switch (status)
{
case 0:
// ATTrackingManagerAuthorizationStatusNotDetermined case
break;
case 1:
// ATTrackingManagerAuthorizationStatusRestricted case
break;
case 2:
// ATTrackingManagerAuthorizationStatusDenied case
break;
case 3:
// ATTrackingManagerAuthorizationStatusAuthorized case
break;
}
}); and I see the dialog being shown and also the Probably you have covered all of these, but just for sake of making sure everything's clean:
Also worth mentioning that Apple has introduced an ATT bug in iOS 17.4 which is responsible for some weird behavior when it comes to this entire flow (tl;dr: ATT dialog should still be displayed, however the callback was initially getting triggered always with Looking forward to hear if potential reinstall test made the dialog to be shown again (you might as well try my code snippet, but I don't think there should be any difference). |
i see. im gonna have to check on this att bug. |
That's indeed a puzzling one. In theory ATT status should be 0 until you provide an answer to the ATT dialog after which it should switch to 2 (in case you refused to be tracked) or 3 (in case you consented to be tracked). In theory, if you never show the dialog, the ATT status will always have the value 0. And if one would invoke the ATT status getter from the native iOS API, this would return 0 to you. But that's not the method the Adjust Unity SDK is wrapping behind the Still curious to hear if you are facing the same issue (dialog not being shown && getting callback triggered with status being 0) after you make a call to this method after reinstalling your app. |
hey also I used to have ATT tracking switched off in the settings and to test this I switched it on |
Adjust Initializing
<InitAdjust>d__29:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
<doATTPopup>d__12:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
LaserSharpGameloader:InitializeComponents()
[Adjust]w: PRODUCTION: Adjust is running in Production mode. Use this setting only for the build that you want to publish. Set the environment to `sandbox` if you want to test your app!
Adjust Initialized
<InitAdjust>d__29:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
trackingStatus : 0
<doATTPopup>d__12:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
UnityIAP UnityEarlyTransactionObserver: Added to the payment queue
DEBUG: Auth state changed. Notifying 1 listeners.
Auth state changed. Notifying 1 listeners.
DEBUG: ID token changed. Notifying 1 listeners.
ID token changed. Notifying 1 listeners.
UnityIAP: Requesting product data...
DEBUG: ID token changed. Notifying 1 listeners.
ID token changed. Notifying 1 listeners.
Searching for selector applicationDidBecomeActive: (FIRA30f8c8e8applicationDidBecomeActive:) on class GUL_SingularAppDelegate-466465EB-2755-4543-B237-544C4650BE08
Found applicationDidBecomeActive: (FIRA30f8c8e8applicationDidBecomeActive:, 0x0f72df74) on class GUL_SingularAppDelegate-466465EB-2755-4543-B237-544C4650BE08 (GUL_SingularAppDelegate-466465EB-2755-4543-B237-544C4650BE08)
-> applicationDidBecomeActive()
trackingStatus post request : 0
GDPRPopUpUI:<doATTPopup>b__12_1(Int32)
com.adjust.sdk.Adjust:GetAuthorizationStatus(String) I see these things in the logs |
I would also like to know if having different sdks might cause this issue |
I am running the latest 17.5 version and at least in the above apple forum they say its fixed in 17.5 version but I still don't have it |
@uerceg bump |
@uerceg bump again |
Hey @providence94, In theory, having different SDKs should not be causing issues. Technically, one could maybe try to play around with swizzling, but personally I haven't tried it, so not sure how far in manipulation one can go with that approach. Are you using iOS 17.5 or 17.5.1 on your device? |
im using 17.5.1. anyways for the time being ive switched to using Unity iOS advertising support package v1.2 for ATT popup purposes. it worked right out of the box. |
I have an issue where im calling the the att popup using adjust code as shown below
However nothing shows up on screen
I don't see the popup
and statuscallback is called with the value 0 without any interaction from the user
why would this be happening ?
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