Docs
grovs.io Start for free

Privacy & consent

Gate the Grovs Unity SDK on player consent, and see what it collects.

A disabled SDK collects nothing. The native SDK starts before Unity, so the first-launch state comes from Project Settings, not from C#.

  1. Turn off Start enabled in Project Settings → Grovs. Grovs then does nothing on first launch.
  2. When the player agrees:
    C#
    Grovs.SetEnabled(true);
    Grovs starts, and the link that opened the game, if any, is delivered to DeeplinkReceived.
  3. 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.

PlatformWhere the choice is stored
iOSUserDefaults, key grovs_unity_enabled
AndroidSharedPreferences file grovs_unity, key enabled

IsEnabled is false until the native SDK has started, and always false in the Editor.

While the SDK is disabled

  • HandleUrl returns false.
  • GenerateLinkAsync, GetLinkDetailsAsync, LogInAppPurchaseAsync and LogCustomPurchaseAsync fail with SdkDisabled.
  • Other calls go to the native SDK, which holds or drops them as it does natively: see iOS and Android.

What the SDK collects

The package adds nothing of its own. Collection is done by the native SDKs:

The clipboard is read only for clipboard-assisted deferred deep linking, and only links on Grovs hosts or your Clipboard domains are sent.

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.

Logs

The default native log level is Error. Change it in Project Settings or at runtime:

C#
Grovs.SetLogLevel(GrovsLogLevel.Info);

Android has no warn level, so Warn logs at Info there. The C# layer logs warnings and errors to the Unity console with a [Grovs] prefix.

Last updated 2026-10-26
Was this page helpful?