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[Closed] IAP works fine in editor but not in Build (apk)

Discussion in 'Unity IAP' started by alexchandriyaa, Dec 8, 2017.

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  1. alexchandriyaa

    alexchandriyaa

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    IAP works fine in unity editor but IAP button is not working if i take build and check with phone i dont kno what to do can anyone help me out i have attached my script



    using System;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.Purchasing;


    // Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
    using UnityEngine.UI;


    public class Purchaser : MonoBehaviour, IStoreListener
    {
    private static IStoreController m_StoreController; // The Unity Purchasing system.
    private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.


    public static string kProductIDConsumable = "100";
    public static string kProductIDNonConsumable = "200";
    public static string kProductIDSubscription = "subscription";

    // Apple App Store-specific product identifier for the subscription product.
    private static string kProductNameAppleSubscription = "com.unity3d.subscription.new";

    // Google Play Store-specific product identifier subscription product.
    private static string kProductNameGooglePlaySubscription = "com.unity3d.subscription.original";

    public int goldBar;
    public static int goldBarStore;
    public Text goldBarAmount;
    public Button goldBarButton;


    void Start()
    {

    // If we haven't set up the Unity Purchasing reference
    if (m_StoreController == null)
    {
    // Begin to configure our connection to Purchasing
    InitializePurchasing();
    }
    }

    public void Update()
    {

    CheckGoldBar ();
    CheckGoldBarLess ();
    goldBarAmount.text = PlayerPrefs.GetInt("GoldBar :",goldBarStore).ToString();


    }
    public void InitializePurchasing()
    {
    // If we have already connected to Purchasing ...
    if (IsInitialized())
    {
    // ... we are done here.
    return;
    }

    // Create a builder, first passing in a suite of Unity provided stores.
    var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());

    // Add a product to sell / restore by way of its identifier, associating the general identifier
    // with its store-specific identifiers.
    builder.AddProduct(kProductIDConsumable, ProductType.Consumable);
    // Continue adding the non-consumable product.
    builder.AddProduct(kProductIDNonConsumable, ProductType.NonConsumable);
    // And finish adding the subscription product. Notice this uses store-specific IDs, illustrating
    // if the Product ID was configured differently between Apple and Google stores. Also note that
    // one uses the general kProductIDSubscription handle inside the game - the store-specific IDs
    // must only be referenced here.
    builder.AddProduct(kProductIDSubscription, ProductType.Subscription, new IDs(){
    { kProductNameAppleSubscription, AppleAppStore.Name },
    { kProductNameGooglePlaySubscription, GooglePlay.Name },
    });

    // Kick off the remainder of the set-up with an asynchrounous call, passing the configuration
    // and this class' instance. Expect a response either in OnInitialized or OnInitializeFailed.
    UnityPurchasing.Initialize(this, builder);
    }


    private bool IsInitialized()
    {
    // Only say we are initialized if both the Purchasing references are set.
    return m_StoreController != null && m_StoreExtensionProvider != null;
    }


    public void BuyConsumable()
    {
    BuyProductID(kProductIDConsumable);
    }


    public void BuyNonConsumable()
    {

    BuyProductID(kProductIDNonConsumable);
    }


    public void BuySubscription()
    {

    BuyProductID(kProductIDSubscription);
    }


    void BuyProductID(string productId)
    {
    // If Purchasing has been initialized ...
    if (IsInitialized())
    {

    Product product = m_StoreController.products.WithID(productId);

    // If the look up found a product for this device's store and that product is ready to be sold ...
    if (product != null && product.availableToPurchase)
    {
    Debug.Log(string.Format("Purchasing product asychronously: '{0}'", product.definition.id));

    m_StoreController.InitiatePurchase(product);
    }
    // Otherwise ...
    else
    {
    // ... report the product look-up failure situation
    Debug.Log("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase");
    }
    }
    // Otherwise ...
    else
    {
    // ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or
    // retrying initiailization.
    Debug.Log("BuyProductID FAIL. Not initialized.");
    }
    }


    public void RestorePurchases()
    {
    // If Purchasing has not yet been set up ...
    if (!IsInitialized())
    {
    // ... report the situation and stop restoring. Consider either waiting longer, or retrying initialization.
    Debug.Log("RestorePurchases FAIL. Not initialized.");
    return;
    }

    // If we are running on an Apple device ...
    if (Application.platform == RuntimePlatform.IPhonePlayer ||
    Application.platform == RuntimePlatform.OSXPlayer)
    {
    // ... begin restoring purchases
    Debug.Log("RestorePurchases started ...");

    // Fetch the Apple store-specific subsystem.
    var apple = m_StoreExtensionProvider.GetExtension<IAppleExtensions>();
    // Begin the asynchronous process of restoring purchases. Expect a confirmation response in
    // the Action<bool> below, and ProcessPurchase if there are previously purchased products to restore.
    apple.RestoreTransactions((result) => {
    // The first phase of restoration. If no more responses are received on ProcessPurchase then
    // no purchases are available to be restored.
    Debug.Log("RestorePurchases continuing: " + result + ". If no further messages, no purchases available to restore.");
    });
    }
    // Otherwise ...
    else
    {
    // We are not running on an Apple device. No work is necessary to restore purchases.
    Debug.Log("RestorePurchases FAIL. Not supported on this platform. Current = " + Application.platform);
    }
    }


    //
    // --- IStoreListener
    //

    public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
    {
    // Purchasing has succeeded initializing. Collect our Purchasing references.
    Debug.Log("OnInitialized: PASS");

    // Overall Purchasing system, configured with products for this application.
    m_StoreController = controller;
    // Store specific subsystem, for accessing device-specific store features.
    m_StoreExtensionProvider = extensions;
    }


    public void OnInitializeFailed(InitializationFailureReason error)
    {
    // Purchasing set-up has not succeeded. Check error for reason. Consider sharing this reason with the user.
    Debug.Log("OnInitializeFailed InitializationFailureReason:" + error);
    }


    public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
    {
    // A consumable product has been purchased by this user.
    if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable, StringComparison.Ordinal))
    {
    Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
    Debug.Log ("100");
    int.TryParse(goldBarAmount.text, out goldBar);
    goldBarAmount.text = goldBar.ToString();
    goldBarStore = goldBar + 5;
    PlayerPrefs.SetInt ("GoldBar :", goldBarStore);
    Debug.Log ("100BAck");
    // The consumable item has been successfully purchased, add 100 coins to the player's in-game score.

    }
    // Or ... a non-consumable product has been purchased by this user.
    else if (String.Equals(args.purchasedProduct.definition.id, kProductIDNonConsumable, StringComparison.Ordinal))
    {
    Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
    Debug.Log ("200");
    int.TryParse(goldBarAmount.text, out goldBar);
    goldBarAmount.text = goldBar.ToString();
    goldBarStore = goldBar + 10;
    PlayerPrefs.SetInt ("GoldBar :", goldBarStore);
    Debug.Log ("200back");
    // TODO: The non-consumable item has been successfully purchased, grant this item to the player.
    }
    // Or ... a subscription product has been purchased by this user.
    else if (String.Equals(args.purchasedProduct.definition.id, kProductIDSubscription, StringComparison.Ordinal))
    {
    Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
    // TODO: The subscription item has been successfully purchased, grant this to the player.
    }
    // Or ... an unknown product has been purchased by this user. Fill in additional products here....
    else
    {
    Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id));
    }

    // Return a flag indicating whether this product has completely been received, or if the application needs
    // to be reminded of this purchase at next app launch. Use PurchaseProcessingResult.Pending when still
    // saving purchased products to the cloud, and when that save is delayed.
    return PurchaseProcessingResult.Complete;
    }


    public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
    {
    // A product purchase attempt did not succeed. Check failureReason for more detail. Consider sharing
    // this reason with the user to guide their troubleshooting actions.
    Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}", product.definition.storeSpecificId, failureReason));
    }
    public void GoldBarReduce()

    {
    int.TryParse(goldBarAmount.text, out goldBar);
    goldBarAmount.text = goldBar.ToString();
    goldBarStore = goldBar - 1;
    PlayerPrefs.SetInt ("GoldBar :", goldBarStore);
    }

    public void CheckGoldBar()
    {
    if (PlayerPrefs.GetInt ("GoldBar :") >= 1) {

    goldBarButton.interactable = true;

    }
    }
    public void CheckGoldBarLess()
    {
    if (PlayerPrefs.GetInt ("GoldBar :") == 0)
    {
    goldBarButton.interactable = false;
    }
    }
    }
     
  2. JeffDUnity3D

    JeffDUnity3D

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    May 2, 2017
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    @alexchandriyaa Please provide additional information, are you receiving an error? What store are you targeting? Have you configured your products on the store? What version of Unity are you using, and are you able to provide the device logs? Make sure you are using your tester email to log into your device, and not your developer account.
     
  3. alexchandriyaa

    alexchandriyaa

    Joined:
    Jan 18, 2017
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    1.unity version 2017.2.0
    2.developing for android
    3.am using testers mail id which i gave in console am sure that am not using developer account
    4.one error in device log "purchase is not initialized correctly"
    5.i created new project and new product id in developer console even then its not working, it is working fine in editor but not in build
    6. i have followed the same steps in this link https://docs.unity3d.com/Manual/UnityIAPGoogleConfiguration.html
     
  4. alexchandriyaa

    alexchandriyaa

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    Jan 18, 2017
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    am using log viewer from asset store to debug logs this is the test log
     

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  5. JeffDUnity3D

    JeffDUnity3D

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    Please show a screenshot from Google Play console that shows 250goldbar configured as a product. If you want to open a support ticket, you can add me as a tester and I can check also. https://analytics.cloud.unity3d.com/support
     
  6. alexchandriyaa

    alexchandriyaa

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    Jan 18, 2017
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    i changed product id it goldbar5 now Screenshot_20171213-095846.png
     

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  7. alexchandriyaa

    alexchandriyaa

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    Jan 18, 2017
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    one more thing if i made mistake in Initialization means unity editor will throw an error right?? and for me if i play in untiy editor results is perfect if i took build IAP button does nothing i cant understand whats happening last week very first time i tried this that time it works very good in build and editor but now its not responding
     
    Last edited: Dec 13, 2017
  8. JeffDUnity3D

    JeffDUnity3D

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    @alexchandriyaa Please open a support ticket so that we can look at your project directly.
     
  9. JeffDUnity3D

    JeffDUnity3D

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  10. alexchandriyaa

    alexchandriyaa

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    ya i opened already they replied me they said they will sort it out and send me the reports soon
     
  11. JeffDUnity3D

    JeffDUnity3D

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    Yes, I am assisting on that ticket. That sample project we are looking at worked just fine for me on my Android device, I got "No Products Available" as would be expected (since I'm not a tester). What version of Android are you using?
     
  12. alexchandriyaa

    alexchandriyaa

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    i checked with different versions 7.0,6.0,4.4.1,5.1 not yet worked
     
  13. JeffDUnity3D

    JeffDUnity3D

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    Are you using a Alpha or Beta tester email? You can't use your own developer email, you need to use a tester email, and log onto the device with that email. Please provide a screenshot of the the testers you've configured on the Google Play developer console.
     
  14. soghoyan

    soghoyan

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    Same here, before update iap versions, all works fine after last ,update its not working in apk,
     
  15. alexchandriyaa

    alexchandriyaa

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    am sure that am using alpha testers mail id.
     

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  16. soghoyan

    soghoyan

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    Please understand that problem from unity side before updating iap plugin and unity editor to 2017.1.0f3 all works fine , same project same button after update stoped working, now i cant update my games on play market and itunes. Ios building woth error linker.exe, android building apk , but nit workin iap , with codeless and with script ,
     
  17. soghoyan

    soghoyan

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    Im trying now downgrade the unity and use old plugin from my old projects, but i dont think it will solve this problem.
     
  18. alexchandriyaa

    alexchandriyaa

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    I tried downgrading unity and using but still same problem
     
  19. monsieurA

    monsieurA

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    Oct 7, 2012
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    +1, same problem here. IAP working in editor but not in the apk build.
    The prb start with the last update...
     
  20. JeffDUnity3D

    JeffDUnity3D

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    Remember you need to download your APK from Google Play in order to test IAP on the device. For those having problems on the device, please provide the full device log using logcat. If you're having trouble building the app after upgrading, make a project backup then delete the UnityPurchasing and UnityChannel folders first, then Reimport IAP
     
  21. soghoyan

    soghoyan

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    In all forums post you need device logcat, please test it yourself, there are so many developers with this problem you asking everyone provide the logcat, is it so difficult to test it yourself on android device, we saying you, iap stoped working after update. if we all will provide you logcat how that can help you to solve the problem? you need to test it yourself, that is problem in any device.And
    plus this , for ios target building , "unitylinker.exe" error when unity analytics and Iap is enabled. You have problem with your code, and asking everyone to provide device log instead test your code yourself before release.
     
    Last edited: Dec 18, 2017
  22. soghoyan

    soghoyan

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    Failed running /Applications/Unity/Unity.app/Contents/il2cpp/build/UnityLinker.exe --api=NET_2_0_Subset -out="/Applications/Unity/New Unity Project 2/Temp/StagingArea/Data/Managed/tempStrip" -l=none -c=link --link-symbols -x="/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Core.xml" -f="/Applications/Unity/Unity.app/Contents/il2cpp/LinkerDescriptors" -x "/Applications/Unity/New Unity Project 2/Temp/StagingArea/Data/Managed/../platform_native_link.xml" -x "/Applications/Unity/New Unity Project 2/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "/Applications/Unity/New Unity Project 2/Temp/StagingArea/Data/UnityEngine.xml" -x "/Applications/Unity/New Unity Project 2/Temp/StagingArea/Data/preserved_derived_types.xml" -x "/Applications/Unity/New Unity Project 2/Assets/Plugins/UnityPurchasing/script/link.xml" -d "/Applications/Unity/New Unity Project 2/Temp/StagingArea/Data/Managed" -a "/Applications/Unity/New Unity Project 2/Temp/StagingArea/Data/Managed/Assembly-CSharp-firstpass.dll" -a "/Applications/Unity/New Unity Project 2/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll" -a "/Applications/Unity/New Unity Project 2/Temp/StagingArea/Data/Managed/UnityEngine.Analytics.dll"

    stdout:
    Fatal error in Unity CIL Linker
    System.NullReferenceException: Object reference not set to an instance of an object
    at UnityLinker.AddUnresolvedStubsStep.GetTypeModule (Mono.Cecil.TypeReference type, Mono.Cecil.AssemblyDefinition[] assemblies) [0x00001] in <2949f47faafa4c888eaa69768914f31a>:0
    at UnityLinker.AddUnresolvedStubsStep.GetTypeModule (Mono.Cecil.TypeReference type) [0x00001] in <2949f47faafa4c888eaa69768914f31a>:0
    at UnityLinker.AddUnresolvedStubsStep.Process () [0x000b5] in <2949f47faafa4c888eaa69768914f31a>:0
    at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) [0x00018] in <09bca01fd71241c7a07af8c71eb6ae1a>:0
    at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00020] in <09bca01fd71241c7a07af8c71eb6ae1a>:0
    at UnityLinker.UnityDriver.Run () [0x00086] in <2949f47faafa4c888eaa69768914f31a>:0
    at UnityLinker.UnityDriver.RunDriverWithoutErrorHandling () [0x00001] in <2949f47faafa4c888eaa69768914f31a>:0
    at UnityLinker.UnityDriver.RunDriver () [0x00002] in <2949f47faafa4c888eaa69768914f31a>:0
    stderr:

    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:89)
    UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:82)
    UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(String, IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:204)
    UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:114)
    UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:143)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:34)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
  23. JeffDUnity3D

    JeffDUnity3D

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    @soghoyan Was that directed for me, or for the users? Sorry, I wasn't sure. I have tested the latest version several times and it's working for me, and many others. We would need to see the log output to troubleshoot the issue. The detailed errors in the log would help us to potentially pinpoint the issue. I would not be able to debug or test your code without your project. I'm not sure what unitylinker.exe error you are referring to, it is not mentioned in this thread. However, be sure to check In-App Purchase checkbox on the XCode Capabilities tab to avoid link errors.
     
  24. soghoyan

    soghoyan

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    I provide the log know that your latest iap have problem on both platforms ios and android, on android not working in apk, on ios unity cant build the project.
     
  25. JeffDUnity3D

    JeffDUnity3D

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    @soghoyan Did you try my XCode suggestion above? We will look forward to your Android log.
     
  26. soghoyan

    soghoyan

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    but i cant create xcode project, unity building stoping with this error , how can i open the xcode project when project not created ?
     
  27. JeffDUnity3D

    JeffDUnity3D

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    Apologies, I see what you mean. I thought you received the linker error from XCode. We will follow up in the ticket.
     
  28. soghoyan

    soghoyan

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    No this log from unity editor directly, i can make video put to youtube , blank project enabled Iap and Unity analitycs
     
  29. JeffDUnity3D

    JeffDUnity3D

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    @soghoyan A video would not be necessary but is appreciated. I am testing this here with a new project, I will keep you updated.
     
  30. soghoyan

    soghoyan

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    you can see all details about my problem in this video .
     
  31. soghoyan

    soghoyan

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    and tomorrow i can send you logcat from android device, but now ios building is so important for me.
     
  32. JeffDUnity3D

    JeffDUnity3D

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    I just tested on my Mac (Sierra Version 10.12.6) with IAP 1.15.0 and Unity 2017.1.1f1 and XCode 9.2 without any errors on a similar project here. What versions of OS, XCode, Unity and IAP are you using?
     
  33. soghoyan

    soghoyan

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    My Unity Version is 2017.2.1f1 as you can see in video , the OS version is 10.12.6, IAP 1.15.0, , XCode 9.2, can you test it on new public version of Unity as my?
     
  34. JeffDUnity3D

    JeffDUnity3D

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    I just updated to 2017.2, and got the same errors as you are receiving at first. I then deleted the UnityChannel and UnityPurchasing folders in my project, then reimported IAP and chose to Update API when prompted. I was then able to compile in Unity.
     
  35. soghoyan

    soghoyan

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    I deleted and imported it several times, but not prompted me to api update. Can i force update the API?
     
  36. JeffDUnity3D

    JeffDUnity3D

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    You are likely already updated then. And the same behavior occurs for you on a brand new project, and importing IAP?
     
  37. soghoyan

    soghoyan

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    YEs ,same error all time , and in all my projects.
     
  38. JeffDUnity3D

    JeffDUnity3D

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    Are you able to test with 2017.3 beta? It might be an issue with 2017.2, we have other reports of this behavior if you Google for this error
     
  39. soghoyan

    soghoyan

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    I already downgraded the Unity and Iap versions and it working fine now.
     
  40. JeffDUnity3D

    JeffDUnity3D

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    @soghoyan Were you able to get the device logs? That would help us to troubleshoot the issue for others that may also be seeing this issue. I am seeing similar behavior. In my logs, I'm seeing Developer Error:5 as a response code, which implies that the app may have not been signed correctly during the update process. Can you confirm that you are seeing the same error? It would be helpful to confirm.
     
  41. monsieurA

    monsieurA

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    Hello,

    Any update on this prb?
     
  42. JeffDUnity3D

    JeffDUnity3D

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    @monsieurA We are still waiting on device logs from affected users, would you have the logs? I updated the issue yesterday with my findings so far.
     
  43. JeffDUnity3D

    JeffDUnity3D

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    In my case, it was indeed "Developer Error". I am using Codeless IAP in my test app, and using the IAP Product Catalog UI. After entering my first and only product, I incorrectly clicked "Add Product" which added an empty product to the catalog. After removing this blank product, my app started to work. So something to watch out for! If you continue to have problems with 1.15 and using either the Codeless IAP or code route, please provide the device logs which would provide additional information. I provided brief instructions in this thread regarding capturing device logs https://forum.unity.com/threads/iap-products-not-showing.509585/
     
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