title: Request Camera Permission on iOS in Unity at Runtime
body: <p>Our application built in Unity uses ARKit/FaceTracking on iOS.
  We would like to request the Camera Permission at runtime immediately before it is used - and <strong>not</strong> on application startup.</p>
  <p><strong>What should happen</strong><br />
  I use <code>Application.RequestUserAuthorization</code> immediately before the camera is used.
  <a href="https://docs.unity3d.com/ScriptReference/Application.RequestUserAuthorization.html" rel="nofollow noreferrer">According to the documentation</a> this is supposed to trigger the permission request.</p>
  <p><strong>What actually happens</strong>
  When the compiled application is started on an iOS device, the permission is requested straight away.
  If the permission is denied, it appears that all further calls to <code>Application.RequestUserAuthorization</code>
  instantly return (without triggering another request) and the permission remains denied.</p>
  <p>I assume that <code>Application.RequestUserAuthorization</code> would work as expected, if the App wouldn't already request the permission on startup - but we do not actively trigger this request in our code.
  So I guess here is my</p>
  <p><strong>Question:</strong>
  How do I get rid of the initial Camera permission request?</p>
  <p>What could have caused it in the first place?
  For all I know, it shouldn't be the plist-string for the camera permission.
  Is it already just the imports of the ArKit libraries?
  If not, how can I even begin to look for a cause?</p>
  <p><a href="https://answers.unity.com/questions/1770441/how-can-i-prevent-our-application-to-ask-for-camer.html" rel="nofollow noreferrer">Link to related question in unity forums</a></p>