A disabled SDK collects nothing. The native SDK starts before Unity, so the first-launch state comes from Project Settings, not from C#.
Turn off Start enabled in Project Settings → Grovs. Grovs then does nothing on first launch.
When the player agrees:
C#
Grovs.SetEnabled(true);
Grovs starts, and the link that opened the game, if any, is delivered to DeeplinkReceived.
To withdraw consent:
C#
Grovs.SetEnabled(false);
Unlike the native SDKs, the choice is saved on the device and used on every later launch, before Unity starts. A saved choice always wins over Start enabled. Read the current state with Grovs.IsEnabled.
Platform
Where the choice is stored
iOS
UserDefaults, key grovs_unity_enabled
Android
SharedPreferences file grovs_unity, key enabled
IsEnabled is false until the native SDK has started, and always false in the Editor.
Anything you put in SetUserAttributes or event properties, an email or a name say, is data you collect too and needs its own declaration in App Store Connect and Google Play.