Quick answer: Request ATT authorization with requestTrackingAuthorization and wait for the result before initializing the ad SDK, then pass the IDFA only when authorized.
Your iOS game's ad revenue is far below Android and reviewers flag tracking behavior. The ATT prompt is missing or runs after the ad SDK starts. Request authorization first and initialize ads only once it resolves.
How to fix it
1. Request ATT before ads init
Call ATTrackingManager.requestTrackingAuthorization and await the completion handler before you initialize or request any ads so the SDK knows the real tracking status.
2. Handle every status
Respect denied and restricted results by requesting non-personalized ads rather than passing an IDFA, which avoids both empty fill and policy violations.
3. Prompt at the right moment
Show the ATT prompt after a brief in-context explanation screen, not on the very first frame, to improve opt-in rates without delaying ad init beyond it.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every mobile error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.