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0
Question by mosiGames · May 06 at 07:32 AM · iosadvertisingtrackingappleapp store

Apple App Store rejection due to: Guideline 5.1.2 - Legal - Privacy - Data Use and Sharing (using iOS 14 Advertising Support package)

Hello,

I'm trying to submit my game to the app store, but I get rejected with the message: Guideline 5.1.2 - Legal - Privacy - Data Use and Sharing

The package I use is: https://github.com/Unity-Technologies/com.unity.ads.ios-support Basically I use the sample screen and these 2 scripts:

First:

 using System;
 using UnityEngine;
 
 namespace Unity.Advertisement.IosSupport.Components
 {
     /// <summary>
     /// This component controls an iOS App Tracking Transparency context screen.
     /// You should only have one of these in your app.
     /// </summary>
     public sealed class ContextScreenView : MonoBehaviour
     {
         /// <summary>
         /// This event will be invoked after the ContinueButton is clicked
         /// and after the tracking authorization request has been sent.
         /// It's a good idea to subscribe to this event so you can destroy
         /// this GameObject to free up memory after it's no longer needed.
         /// Once the tracking authorization request has been sent, there's no
         /// need for this popup again until the app is uninstalled and reinstalled.
         /// </summary>
         public event Action sentTrackingAuthorizationRequest;
 
         public void RequestAuthorizationTracking()
         {
 #if UNITY_IOS
             Debug.Log("Unity iOS Support: Requesting iOS App Tracking Transparency native dialog.");
 
             ATTrackingStatusBinding.RequestAuthorizationTracking(AuthorizationTrackingReceived);
 
             sentTrackingAuthorizationRequest?.Invoke();
 #else
             Debug.LogWarning("Unity iOS Support: Tried to request iOS App Tracking Transparency native dialog, " +
                              "but the current platform is not iOS.");
 #endif
         }
         
         private void AuthorizationTrackingReceived(int status) {
              Debug.LogFormat("Tracking status received: {0}", status);
 
         }
 
     }
 }

Second:

 using Unity.Advertisement.IosSupport.Components;
 using UnityEngine;
 using System;
 using System.Collections.Generic;
 #if UNITY_IOS
 using UnityEngine.iOS;
 #endif
 using System.Collections;
 using UnityEngine.SceneManagement;
 
 namespace Unity.Advertisement.IosSupport.Samples
 {
     /// <summary>
     /// This component will trigger the context screen to appear when the scene starts,
     /// if the user hasn't already responded to the iOS tracking dialog.
     /// </summary>
     public class ContextScreenManager : MonoBehaviour
     {
         /// <summary>
         /// The prefab that will be instantiated by this component.
         /// The prefab has to have an ContextScreenView component on its root GameObject.
         /// </summary>
         public ContextScreenView contextScreenPrefab;
 
         void Start()
         {
 #if UNITY_IOS
             Debug.Log("IOS detected");
             // check with iOS to see if the user has accepted or declined tracking
             var status = ATTrackingStatusBinding.GetAuthorizationTrackingStatus();
             Version currentVersion = new Version(Device.systemVersion); 
             Version ios14 = new Version("14.5"); 
            
             if (status == ATTrackingStatusBinding.AuthorizationTrackingStatus.NOT_DETERMINED && currentVersion >= ios14)
             {
                 var contextScreen = Instantiate(contextScreenPrefab).GetComponent<ContextScreenView>();
 
                 // after the Continue button is pressed, and the tracking request
                 // has been sent, automatically destroy the popup to conserve memory
                 contextScreen.sentTrackingAuthorizationRequest += () => Destroy(contextScreen.gameObject);
             }
 #else
             Debug.Log("Unity iOS Support: App Tracking Transparency status not checked, because the platform is not iOS.");
 #endif
             StartCoroutine(LoadNextScene());
         }
 
         private IEnumerator LoadNextScene()
         {
 #if UNITY_IOS
             var status = ATTrackingStatusBinding.GetAuthorizationTrackingStatus();
 
             while (status == ATTrackingStatusBinding.AuthorizationTrackingStatus.NOT_DETERMINED)
             {
                 status = ATTrackingStatusBinding.GetAuthorizationTrackingStatus();
                 yield return null;
             }
 #endif
             SceneManager.LoadScene(1);
             yield return null;
         }
     }   
 }


Now why do I get rejected from apple? I also asked the support and got the message:

alt text

2022-05-06-09-27-06-app-store-connect-brave.png (48.8 kB)
2022-05-06-09-16-53-app-store-connect-brave.png (87.6 kB)
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