Quick answer: Run the UMP consent gathering flow at launch and only initialize the ad SDK and request ads after consent status is obtained.

In the EU your app shows personalized ads without ever presenting a consent form, which violates Google policy. Gathering UMP consent before loading any ad fixes both the compliance and serving issues.

How to fix it

1. Request the consent info

Call ConsentInformation.requestConsentInfoUpdate at launch with your form parameters to learn the current consent status and whether a form is required.

2. Show the form if needed

Use UserMessagingPlatform.loadAndShowConsentFormIfRequired and wait for it to complete before proceeding.

3. Initialize ads after consent

Only call MobileAds.initialize and request ads once canRequestAds is true, so you never serve a personalized ad without consent.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.