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OnPurchase Complete(Product) is not called After Successful

Discussion in 'Unity IAP' started by Alexander21, Dec 12, 2018.

  1. Alexander21

    Alexander21

    Joined:
    Dec 14, 2015
    Posts:
    302
    Hi All

    I am using unity 2018 . I am using Codeless IAP. I have created one Product id in Ios App Store.name TestId.
    and i have assinged in IAP Button. I have used this for ID subscription. I have assigned one script in OnPurchase Complete() product. i have created test users in my itunes account.

    When i test in iphone. when i clicked the button. it asks for apple id and password. It displays the currency. When i click the buy button. It displays sandbox testing . and it says Purchase Successful....

    I have attached the image with it..
    I have put function in OnPurchase Complete( product) but this function is not called. after the purchase is successful...

    I have added the UAP Listener also... I have put a function OnPurhcaseComplete(product) But it is not called.

    What i have done wrong in this..

    Can any one help me..

    Thanks in Advance...
     

    Attached Files:

  2. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
  3. unityjingyao

    unityjingyao

    Unity Technologies

    Joined:
    Feb 20, 2017
    Posts:
    220
    Hi @Alexander21 ,
    Please post a full log if you still have this issue. Thank you.
     
  4. Alexander21

    Alexander21

    Joined:
    Dec 14, 2015
    Posts:
    302
    Hi

    Thanks For your reply... I have downloaded the Codeless plugin from the above link...


    I have changed product id for PurchaseGold =fooya_sub_monthly_ios (Approved for subscription by ios) and it is working live.. and i have changed consumable in to subscription for both.

    and PurchaseNoAds= fooya_sub_3monthly_ios ( Not Approved just i have For created Subscription for future).it costs 29.99$.


    and i have assigned Bundle Identifier= com.friendslearn.fooya ( My App bundle identifier= For testing purpose i have display it( after reading i will hide this... I think no problem by displaying it.)))

    you can use it for testing purpose..


    When i run in my App. I have clicked the Purchase gold= Login Screen Appears . I have entered the login and pwd and after that it prompts for 0.99$ for month...I have clicked ok. It shows successfull. But MyPurchaseSucceed() is not called... But when the itunes shift from india to us.

    mypurchasefail() function is called. and myPurchaseSucceed is not called.


    Here i have atttached by Full Editor log in ios...


    In live build it is working ... I am new to subscription. I dont know what i am doing wrong in my side... Kindly help me...

    I have attached the image also....





    Code (CSharp):
    1. OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level  <OpenGL ES 2.0> ; Context handle 391890272
    2.  
    3. Initialize engine version: 2018.2.6f1 (c591d9a97a0b)
    4.  
    5. -> applicationWillResignActive()
    6.  
    7. -> applicationDidEnterBackground()
    8.  
    9. -> applicationWillEnterForeground()
    10.  
    11. -> applicationDidBecomeActive()
    12.  
    13. UnloadTime: 5.933000 ms
    14.  
    15. Initializing UnityPurchasing via Codeless IAP
    16.  
    17. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    18.  
    19. UnityEngine.Logger:Log(LogType, Object)
    20.  
    21. UnityEngine.Debug:Log(Object)
    22.  
    23. UnityEngine.Purchasing.CodelessIAPStoreListener:CreateCodelessIAPStoreListenerInstance()
    24.  
    25. UnityEngine.Purchasing.CodelessIAPStoreListener:get_Instance()
    26.  
    27. UnityEngine.Purchasing.IAPButton:OnEnable()
    28.  
    29.  
    30.  
    31. (Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
    32.  
    33.  
    34.  
    35. UnityIAP Version: 1.20.1
    36.  
    37. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    38.  
    39. UnityEngine.Logger:Log(Object)
    40.  
    41. UnityEngine.Purchasing.StandardPurchasingModule:Instance(AppStore)
    42.  
    43. UnityEngine.Purchasing.CodelessIAPStoreListener:InitializePurchasing()
    44.  
    45. UnityEngine.Purchasing.CodelessIAPStoreListener:get_Instance()
    46.  
    47. UnityEngine.Purchasing.IAPButton:OnEnable()
    48.  
    49.  
    50.  
    51. (Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
    52.  
    53.  
    54.  
    55. Using configuration builder objects
    56.  
    57. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    58.  
    59. UnityEngine.Logger:Log(Object)
    60.  
    61. UnityEngine.Purchasing.StoreCatalogImpl:handleCachedCatalog(Action`1)
    62.  
    63. UnityEngine.Purchasing.<Process>d__4:MoveNext()
    64.  
    65. UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
    66.  
    67.  
    68.  
    69. (Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
    70.  
    71.  
    72.  
    73. 2018-12-14 17:06:07.478126+0530 fooya[4592:1103131] UnityIAP: Requesting 2 products
    74.  
    75. 2018-12-14 17:06:07.480647+0530 fooya[4592:1103131] UnityIAP: Requesting product data...
    76.  
    77. WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported
    78.  
    79. ERROR: 0:38: Use of undeclared identifier 'gl_FragDepthEXT'
    80.  
    81.  
    82.  
    83. Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed.
    84.  
    85. WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
    86.  
    87. WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
    88.  
    89. 2018-12-14 17:06:13.310520+0530 fooya[4592:1103131] UnityIAP: Received 2 products
    90.  
    91. 2018-12-14 17:06:13.325540+0530 fooya[4592:1103131] UnityIAP: No App Receipt found
    92.  
    93. 2018-12-14 17:06:13.347393+0530 fooya[4592:1103131] UnityIAP: No App Receipt found
    94.  
    95. UnityIAP: Promo interface is available for 2 items
    96.  
    97. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    98.  
    99. UnityEngine.Logger:Log(Object)
    100.  
    101. UnityEngine.Purchasing.Promo:ProvideProductsToAds(HashSet`1)
    102.  
    103. UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
    104.  
    105. UnityEngine.Purchasing.<>c__DisplayClass35_0:<MessageCallback>b__0()
    106.  
    107. UnityEngine.Purchasing.Extension.UnityUtil:Update()
    108.  
    109.  
    110.  
    111. (Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
    112.  
    113.  
    114.  
    115. 2018-12-14 17:06:13.352022+0530 fooya[4592:1103131] UnityIAP: Add transaction observer
    116.  
    117. 2018-12-14 17:06:13.352257+0530 fooya[4592:1103131] UnityIAP UnityEarlyTransactionObserver: Request to initiate queued payments
    118.  
    119. IAPButton.PurchaseProduct() with product ID: fooya_sub_monthly_ios
    120.  
    121. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    122.  
    123. UnityEngine.Logger:Log(LogType, Object)
    124.  
    125. UnityEngine.Debug:Log(Object)
    126.  
    127. UnityEngine.Purchasing.IAPButton:PurchaseProduct()
    128.  
    129. UnityEngine.Events.UnityEvent:Invoke()
    130.  
    131. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
    132.  
    133. UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
    134.  
    135. UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
    136.  
    137. UnityEngine.EventSystems.StandaloneInputModule:Process()
    138.  
    139.  
    140.  
    141. (Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
    142.  
    143.  
    144.  
    145. 2018-12-14 17:06:24.378982+0530 fooya[4592:1103131] UnityIAP: PurchaseProduct: fooya_sub_monthly_ios
    146.  
    147. 2018-12-14 17:06:24.387794+0530 fooya[4592:1103131] [MC] System group container for systemgroup.com.apple.configurationprofiles path is /private/var/containers/Shared/SystemGroup/systemgroup.com.apple.configurationprofiles
    148.  
    149. 2018-12-14 17:06:24.389118+0530 fooya[4592:1103131] [MC] Reading from public effective user settings.
    150.  
    151. 2018-12-14 17:06:24.394003+0530 fooya[4592:1103131] UnityIAP: UpdatedTransactions
    152.  
    153. purchase({0}): fooya_sub_monthly_ios
    154.  
    155. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    156.  
    157. UnityEngine.Logger:Log(String, Object)
    158.  
    159. UnityEngine.Purchasing.PurchasingManager:InitiatePurchase(Product, String)
    160.  
    161. UnityEngine.Purchasing.CodelessIAPStoreListener:InitiatePurchase(String)
    162.  
    163. UnityEngine.Events.UnityEvent:Invoke()
    164.  
    165. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
    166.  
    167. UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
    168.  
    169. UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
    170.  
    171. UnityEngine.EventSystems.StandaloneInputModule:Process()
    172.  
    173.  
    174.  
    175. (Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
    176.  
    177.  
    178.  
    179. -> applicationWillResignActive()
    180.  
    181. -> applicationDidBecomeActive()
    182.  
    183. -> applicationWillResignActive()
    184.  
    185. 2018-12-14 17:06:34.851824+0530 fooya[4592:1103131] [App] if we're in the real pre-commit handler we can't actually add any new fences due to CA restriction
    186.  
    187. -> applicationDidBecomeActive()
    188.  
    189. -> applicationWillResignActive()
    190.  
    191. 2018-12-14 17:08:43.032168+0530 fooya[4592:1103131] UnityIAP: UpdatedTransactions
    192.  
    193. 2018-12-14 17:08:43.032322+0530 fooya[4592:1103131] UnityIAP: PurchaseFailed: 0
    194.  
    195. -> applicationDidBecomeActive()
    196.  
    197. onPurchaseFailedEvent({0}): fooya_sub_monthly_ios
    198.  
    199. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    200.  
    201. UnityEngine.Logger:Log(String, Object)
    202.  
    203. UnityEngine.Purchasing.PurchasingManager:OnPurchaseFailed(PurchaseFailureDescription)
    204.  
    205. UnityEngine.Purchasing.JSONStore:OnPurchaseFailed(PurchaseFailureDescription, String)
    206.  
    207. UnityEngine.Purchasing.<>c__DisplayClass35_0:<MessageCallback>b__0()
    208.  
    209. UnityEngine.Purchasing.Extension.UnityUtil:Update()
    210.  
    211.  
    212.  
    213. (Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
    214.  
    215.  
    216.  
    217. IAPButton.OnPurchaseFailed(Product UnityEngine.Purchasing.Product, PurchaseFailureReason Unknown)
    218.  
    219. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    220.  
    221. UnityEngine.Logger:Log(LogType, Object)
    222.  
    223. UnityEngine.Debug:Log(Object)
    224.  
    225. UnityEngine.Purchasing.IAPButton:OnPurchaseFailed(Product, PurchaseFailureReason)
    226.  
    227. UnityEngine.Purchasing.CodelessIAPStoreListener:OnPurchaseFailed(Product, PurchaseFailureReason)
    228.  
    229. UnityEngine.Purchasing.StoreListenerProxy:OnPurchaseFailed(Product, PurchaseFailureReason)
    230.  
    231. UnityEngine.Purchasing.PurchasingManager:OnPurchaseFailed(PurchaseFailureDescription)
    232.  
    233. UnityEngine.Purchasing.JSONStore:OnPurchaseFailed(PurchaseFailureDescription, String)
    234.  
    235. UnityEngine.Purchasing.<>c__DisplayClass35_0:<MessageCallback>b__0()
    236.  
    237. UnityEngine.Purchasing.Extension.UnityUtil:Update()
    238.  
    239.  
    240.  
    241. (Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
    242.  
    243.  
    244.  
    245. Purchase Failed.
    246.  
    247. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    248.  
    249. UnityEngine.Logger:Log(LogType, Object)
    250.  
    251. UnityEngine.Debug:Log(Object)
    252.  
    253. myIAPManager:MyDebug(String)
    254.  
    255. UnityEngine.Events.UnityEvent`2:Invoke(T0, T1)
    256.  
    257. UnityEngine.Purchasing.IAPButton:OnPurchaseFailed(Product, PurchaseFailureReason)
    258.  
    259. UnityEngine.Purchasing.CodelessIAPStoreListener:OnPurchaseFailed(Product, PurchaseFailureReason)
    260.  
    261. UnityEngine.Purchasing.StoreListenerProxy:OnPurchaseFailed(Product, PurchaseFailureReason)
    262.  
    263. UnityEngine.Purchasing.PurchasingManager:OnPurchaseFailed(PurchaseFailureDescription)
    264.  
    265. UnityEngine.Purchasing.JSONStore:OnPurchaseFailed(PurchaseFailureDescription, String)
    266.  
    267. UnityEngine.Purchasing.<>c__DisplayClass35_0:<MessageCallback>b__0()
    268.  
    269. UnityEngine.Purchasing.Extension.UnityUtil:Update()
    270.  
    271.  
    272.  
    273. (Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
    274.  
    275.  
    276.  
    277. -> applicationWillResignActive()
    278.  
    279. -> applicationDidEnterBackground()
    280.  
    281. 2018-12-14 17:09:30.799733+0530 fooya[4592:1105123] [MC] Invalidating caches
    282.  
    283. 2018-12-14 17:09:30.799849+0530 fooya[4592:1105123] [MC] Sending out a localized restriction source notification!
    284.  
    285. -> applicationWillEnterForeground()
    286.  
    287. 2018-12-14 17:09:30.838596+0530 fooya[4592:1105125] [MC] Invalidating cache
    288.  
    289. 2018-12-14 17:09:30.838701+0530 fooya[4592:1105125] [MC] Invalidating cache
    290.  
    291. 2018-12-14 17:09:30.846845+0530 fooya[4592:1105125] [MC] Invalidating cache
    292.  
    293. -> applicationDidBecomeActive()
    294.  
    295. IAPButton.PurchaseProduct() with product ID: fooya_sub_monthly_ios
    296.  
    297. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    298.  
    299. UnityEngine.Logger:Log(LogType, Object)
    300.  
    301. UnityEngine.Debug:Log(Object)
    302.  
    303. UnityEngine.Purchasing.IAPButton:PurchaseProduct()
    304.  
    305. UnityEngine.Events.UnityEvent:Invoke()
    306.  
    307. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
    308.  
    309. UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
    310.  
    311. UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
    312.  
    313. UnityEngine.EventSystems.StandaloneInputModule:Process()
    314.  
    315.  
    316.  
    317. (Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
    318.  
    319.  
    320.  
    321. 2018-12-14 17:09:34.185063+0530 fooya[4592:1103131] UnityIAP: PurchaseProduct: fooya_sub_monthly_ios
    322.  
    323. 2018-12-14 17:09:34.191225+0530 fooya[4592:1103131] [MC] Reading from public effective user settings.
    324.  
    325. 2018-12-14 17:09:34.196158+0530 fooya[4592:1103131] UnityIAP: UpdatedTransactions
    326.  
    327. purchase({0}): fooya_sub_monthly_ios
    328.  
    329. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    330.  
    331. UnityEngine.Logger:Log(String, Object)
    332.  
    333. UnityEngine.Purchasing.PurchasingManager:InitiatePurchase(Product, String)
    334.  
    335. UnityEngine.Purchasing.CodelessIAPStoreListener:InitiatePurchase(String)
    336.  
    337. UnityEngine.Events.UnityEvent:Invoke()
    338.  
    339. UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
    340.  
    341. UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
    342.  
    343. UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
    344.  
    345. UnityEngine.EventSystems.StandaloneInputModule:Process()
    346.  
    347.  
    348.  
    349. (Filename: /Users/builduser/buildslave/unity/build/Runtime/Export/Debug.bindings.h Line: 43)
    350.  
    351.  
    352.  
    353. -> applicationWillResignActive()
    354.  
    355. -> applicationDidBecomeActive()
    356.  
    357. -> applicationWillResignActive()
    358.  
    359. -> applicationDidBecomeActive()
    360.  
    361. 2018-12-14 17:10:01.057018+0530 fooya[4592:1103131] UnityIAP: UpdatedTransactions
    362.  
    363. 2018-12-14 17:10:01.142264+0530 fooya[4592:1103131] UnityIAP: Finishing transaction 1000000486842743
    364.  
    365. -> applicationWillResignActive()
    366.  
    367. -> applicationDidBecomeActive()
     
  5. Alexander21

    Alexander21

    Joined:
    Dec 14, 2015
    Posts:
    302
    I have attached the image file
    Kindly help me to know why onpurchasesuccess is not called
     

    Attached Files:

  6. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    Can you attach the zip from your project? Did you say it worked when changing from India to US? Is this using TestFlight? You can't change the product type once you have first created it. I might suggest creating a new subscription.
     
  7. Alexander21

    Alexander21

    Joined:
    Dec 14, 2015
    Posts:
    302
    I have upload my above project in this link.

    https://www.dropbox.com/s/qptj87olmvmutpd/CodelessIAPTest.zip?dl=0

    kindly reach me to know... Why on purchase success is not called...

    OnPurhcaseFailed is called...while shifting from store india to us

    OnPurchaseSuccess is not called...

    i am not using TestFlight... I have created a sandbox test users in itunes myapp...
     
    Last edited: Dec 14, 2018
  8. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
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    So it works in India, but not US? Have you configured your app for use in the US on iTunes? It would likely not be a code issue if it works in India but not US, you may want to reach out to Apple
     
  9. Alexander21

    Alexander21

    Joined:
    Dec 14, 2015
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    302
    @JeffDUnity3D It did not worked in India itunes as well as in american itunes.... I have created a sandbox test users and put region America, India, Like for testing...


    OnPurchaseSuccess is not called at any moment.... after apple displays successful.... whether it is india or an us...
     
    Last edited: Dec 14, 2018
  10. Alexander21

    Alexander21

    Joined:
    Dec 14, 2015
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    302
    @Jeff any suggestions....... is there any Test Id For Unity. i.e sandbox Test users id for Apple Itunes...

    Like Scott- tiger in oracle database.... for that i can test ....
     
  11. JeffDUnity3D

    JeffDUnity3D

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    May 2, 2017
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    14,446
  12. Alexander21

    Alexander21

    Joined:
    Dec 14, 2015
    Posts:
    302
    @Jeff thanks for your reply.jeff I have uploaded my project file.is there any wrong in my settings.

    I just have replaced the existing product ID into my subscription ID

    Is there more than I have to do?

    I have followed all the steps in unity documentation.

    Sorry to trouble you...
     
  13. JeffDUnity3D

    JeffDUnity3D

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    May 2, 2017
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    14,446
    Did you complete the Tax information? Also, please show the products configured on iTunes in a screenshot.
     
  14. Alexander21

    Alexander21

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    Dec 14, 2015
    Posts:
    302
    @Jeff I have found a solution.whatever you have given a link for codeless iap is not working in unity 2018.latest version

    I have downloaded iap bug fixes from this link
    https://github.com/UnitySteven/CodelessIAPBugFix?files=1

    Now onpurchasesuccess is called..

    So kindly change that link to new link..

    Thanks for ur reply

    I will update soon..

    Thank you
     
  15. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    Sorry, we would not change the link. Can you elaborate on the change that worked for you?
     
  16. Alexander21

    Alexander21

    Joined:
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    Posts:
    302
    @Jeff I did not change anything... Many times i have tried but on Purchase Success is not called... Some conditions is not called...So i have downloaded from IAPBugFix... and change my subscription names... thats all...

    It is worked..

    I am new to IAP... So i am doing testing... I will update Soon...

    Thanks For your Reply..
     
  17. JeffDUnity3D

    JeffDUnity3D

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    May 2, 2017
    Posts:
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    I meant, what code change was/is included in the GitHub project that is different from release? Keep in mind that it is a very old version of IAP. It does not include subscription support, etc.
     
  18. Alexander21

    Alexander21

    Joined:
    Dec 14, 2015
    Posts:
    302
    @JeffD Ok. I will keep it mind. and also I will check myside Why OnPurchaseSuccess() is called.....

    I have another question... In my App i have 4 Subscription Option.. One Month , 3 Month, 6 Month..12 Months..

    One Week is Free For my App... After that only Subscription Should Start...

    For eg... suppose if a user subscribe my app today...20-12-2018... The Subscription Billing Should starts from 27-12-18- . The Subscription Should ends on 7 -1-19..

    The Subscribe Billing Should Starts one week After?.. i am using Codeless IAP?..

    How can i do it?
     
  19. JeffDUnity3D

    JeffDUnity3D

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  20. richardzzzarnold

    richardzzzarnold

    Joined:
    Aug 2, 2012
    Posts:
    142
    I am using IAP 1.23.4 and am experiencing the same error using codeless IAP in Unity 2020.2.0a9.1131. Purchase appears to be successful, however OnPurchaseComplete is not being called.

    Unfortunately that github IAPBugFix link now appears to be broken.
     
  21. SamOYUnity3D

    SamOYUnity3D

    Unity Technologies

    Joined:
    May 12, 2019
    Posts:
    626
    Could you provide the device log so we can have a look?
     
  22. YosHiStudiosSL

    YosHiStudiosSL

    Joined:
    Jun 5, 2019
    Posts:
    2
    I have the same problem. Did you fix it??
     
  23. JeffDUnity3D

    JeffDUnity3D

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    As requested previously, please provide the device logs. This will tell us what is going wrong. You can use the adb command installed via Android Studio, or use the Logcat Asset. Be sure to be using IAP 4.1.2, and you should not be using Codeless. Due to store API updates, Codeless is no longer up to date due to resource constraints here. All purchases may fail. We hope to address this later this year https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/ and https://forum.unity.com/threads/android-logcat-package-feedback.595003/