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

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;

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using GoogleMobileAds.Ump.Api;

public class GDPRScript : MonoBehaviour
{
    ConsentForm _consentForm;
    void Start()
    {
        var debugSettings = new ConsentDebugSettings
        {
            // Geography appears as in EEA for debug devices.
            DebugGeography = DebugGeography.EEA,
            TestDeviceHashedIds = new List<string>
            {
                "I am using the advertising ID of my phone here."
            }
        };

        // Here false means users are not under age.
        ConsentRequestParameters request = new ConsentRequestParameters
        {
            TagForUnderAgeOfConsent = false,
            ConsentDebugSettings = debugSettings,
        };

        // Check the current consent information status.
        ConsentInformation.Update(request, OnConsentInfoUpdated);
    }

    void OnConsentInfoUpdated(FormError error)
    {
        if (error != null)
        {
            // Handle the error.
            UnityEngine.Debug.LogError(error);
            return;
        }

        if (ConsentInformation.IsConsentFormAvailable())
        {
            LoadConsentForm();
        }
        // If the error is null, the consent information state was updated.
        // You are now ready to check if a form is available.
    }

    void LoadConsentForm()
    {
        // Loads a consent form.
        ConsentForm.Load(OnLoadConsentForm);
    }

    void OnLoadConsentForm(ConsentForm consentForm, FormError error)
    {
        if (error != null)
        {
            // Handle the error.
            UnityEngine.Debug.LogError(error);
            return;
        }

        // The consent form was loaded.
        // Save the consent form for future requests.
        _consentForm = consentForm;

        // You are now ready to show the form.
        if (ConsentInformation.ConsentStatus == ConsentStatus.Required)
        {
            _consentForm.Show(OnShowForm);
        }
    }


    void OnShowForm(FormError error)
    {
        if (error != null)
        {
            // Handle the error.
            UnityEngine.Debug.LogError(error);
            return;
        }

        // Handle dismissal by reloading form.
        LoadConsentForm();
    }
}

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?

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://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

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://discussions.unity.com/t/839300/3

“When in doubt, print it out!™” - Kurt Dekker (and many others)

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

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

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:

Thanks, maybe that is the problem. I will test it with this method which Admob recommends using when testing before calling ConsentInformation.Update(); ConsentInformation.Reset();

Edit: Unfortunately, that didn’t work.

For me it was the Targeting setting in GDPR form setup in AdMob. It was set to EU only and I was testing it from Canada :slight_smile: so the onComplete callback has been called immediately without even showing the form. I have another problem though that the form is not visible in the Editor, which is weird cause it worked with the same code in another game of mine. This time only Unity version was different (2020 instead 2022).

Please don’t necro-post. If you have a new question, make a new post. It’s FREE!!

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, log output, variable values, and especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven’t put effort into finding the documentation, why should we bother putting effort into replying?

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

  • Do not TALK about code without posting it.
  • Do NOT post unformatted code.
  • Do NOT retype code. Use copy/paste properly using code tags.
  • Do NOT post screenshots of code.
  • Do NOT post photographs of code.
  • Do NOT attach entire scripts to your post.
  • ONLY post the relevant code, and then refer to it in your discussion.

If you have no idea what is happening then it is…

Time to start debugging!

By debugging you can find out exactly what your program is doing so you can fix it.

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
  • 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://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

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://discussions.unity.com/t/839300/3

If you are looking for how to attach an actual debugger to Unity: https://docs.unity3d.com/2021.1/Documentation/Manual/ManagedCodeDebugging.html

“When in doubt, print it out!™” - Kurt Dekker (and many others)

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

Thank you for sharing your solution, I’ll try this!

Edit: It worked!!

Full tutorial

How to Add AdMob Consent Form in Unity (UMP) | GDPR & US CCPA Privacy Setup 2025