BTW here is the corresponding issue for that topic: Unity Issue Tracker - APK cannot be published to Google Play because Unity doesn't meet the Families Policy Requirements
We already wrote Google if we get our Apps online again till the new Unity versions are out, lets see.
is 2020.1.0b11 free of this issue ?
No.
Ditto-- we’ve had 6 out of 52 apps removed from the Play Store as of June 18th but soon it will be all of them as they are on 2017 LTS or 2018 LTS.
@JuliusM Since this Google change happened on April 16th, is it possible to make this patch available to 2017 LTS since the Google change was before the end of LTS on April 20th?
We are working with Unicef, UNESCO, World Bank, and UNHCR to use our apps in response to the pandemic to allow children to learn while out of school and they are getting pulled.
Thank you.
Sorry, Unity really likes data.
If you have Analytics enabled, it is recommended that you disable Analytics and attempt to publish again. If you are using Unity 2017, you’ll also want to disable HW Stats in the Player Settings. If you are using IAP (which requires Analytics), then you would want to disable Analytics at runtime with the following code:
Analytics.initializeOnStartup = false;
Analytics.enabled = false;
PerformanceReporting.enabled = false;
Analytics.limitUserTracking = false;
Analytics.deviceStatsEnabled = false;
To confirm that you are not sending any data, please use Charles Proxy to confirm. There is a handy CharlesProxy.unitypackage attached to this article so you don’t need to export the project to Android Studio, and is provided as-is. It will allow you to more easily use Charles Proxy with newer Android devices. Remove the package prior to release.
Google is somehow seeing what API is being used correct? If you disable something at runtime, Google will still think you are possibly using API causing the violation, won’t they?
@JeffDUnity3D Thank you, Jeff. We’ll try the HW Stats fix for the 2017 LTS apps and report back. In 2018 LTS apps, we disabled Unity Analytics since we don’t use it but that got rejected while we were trying to figure out the issues on our own. It looks like the issue will be solved though in the next LTS 2018 push which looks like a release tomorrow (June 19th)?
We don’t use IAP. All our apps are free to use as we’re a non-profit.
@JeffDUnity3D Are all these values correct? I thought if you have IAP, you still need to enable Analytics and we should turn on limitUser tracking. Im currently using different settings from another post you are involved with regarding IAP and Analytics.
I guess my question is, if i set all of the above, will my IAP system still work.
limitUserTracking seems like it should be set to true just to be safe.
Also we have had 4 apps pulled with more to come i guess ![]()
Good point. If they are indeed inspecting the binary, then you would want to use the latest 2018.4, 2019.4, and 2020.* versions of Unity.
IAP only requires Analytics during installation and in the Editor, not at runtime.
I have one game complied with 2020.1.0b11 still alive …
2018.4.24 not yet available
@JeffDUnity3D What do we do if we are on 2017 and don’t have Pro?

One of our apps is using 2017.4.39 and was rejected even though it disables all analytics:

Meanwhile Google accepted one of our apps (which is using 2018.4.11) after disabling all analytics and HW Statistics. In 2018 we can.
Also, it seems very bad that the Services tab seems to imply that Analytics are required for IAP when they aren’t. We would have disabled it for most of our apps.
The best solution would be to upgrade to Unity 2018 once the version with the fix is released. Since you have many apps published with Unity 2017, that will likely won’t be possible, so the next best thing is to disable HWstats and analytics as mentioned here https://discussions.unity.com/t/789616/47 if you can’t do that, then the only option left would be to change the target audience to be 13 years old and older.
Also note that 3rd party plugins could also be accessing Advertisement ID, so you have to consider them as well. There is this API https://docs.unity3d.com/ScriptReference/Application.RequestAdvertisingIdentifierAsync.html which could even be used by your own scripts.
The problem with releasing another version of 2017 is that all of our build and verification infrastructure for that version was removed once the support has ended.
Agreed.
It has always been my impression that without Analytics, IAPs won’t work. Therefore both should always be installed, and as far as I could always tell they autoenabled the moment you turned IAPs on.
So here is an important question, it seems from the earlier posts that even if you have analytics turned off and no plugins that cause outgoing traffic, Google is scanning the apks for reference to Android Device ID and Advertisting ID. Even if you aren’t using them, but they are included as part of the Unity code that we can’t access, they are causing app removals.
This was the same issue in iOS, but there was at least a solution to manually remove these references posted in the xcode project. Is there any way to do this on Android?
Also is there any way to take your apk from Unity and scan for Android Device ID and Advertisting ID yourself somehow?
