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Subscription acknowledged false

Discussion in 'Unity IAP' started by ByteflowXxX, Dec 30, 2020.

  1. ByteflowXxX

    ByteflowXxX

    Joined:
    Dec 5, 2017
    Posts:
    14
    Hello! I am developing android application that has subscriptions.

    I'm testing the subscription through IAP play store and I have a problem.
    Subscriptions acknowledged is false.
    Is it because I bought subscription with test card?
    Also I received message from google.

    Unity IAP 2.2.5

    How can I acknowledge purchase?
    Thx!

    https://prnt.sc/wd62ep

    https://prnt.sc/wd63s6
     
    Last edited: Dec 30, 2020
  2. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    I believe you can safely ignore that flag. Does it restore for you when you reinstall the app? If so, all should be well. I will confirm with the team here. If it does turn out to be an issue, we'll look into it for a future release. The next release would be in January.
     
    Last edited: Dec 30, 2020
  3. ByteflowXxX

    ByteflowXxX

    Joined:
    Dec 5, 2017
    Posts:
    14
    Thank you for your quick reply.

    I'm not save receipt. Is it not a problem?

    So I can't check this flag after reinstall the app.

    I'm check subscription status with this code.

    Code (CSharp):
    1. private void GetSubscriptionInfo()
    2.     {
    3.         foreach (Product item in m_StoreController.products.all)
    4.         {
    5.             SubscriptionManager subscriptionManager = new SubscriptionManager(item, null);
    6.             var isSubscribed = subscriptionManager.getSubscriptionInfo()?.isSubscribed();
    7.             Debug.Log("SUBSTRICTION status " + isSubscribed);
    8.         }
    9.     }
     
  4. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    You'll want to check if this product is Restored during a reinstall. Place a Debug.Log statement in your ProcessPurchase callback to confirm. The Restore process will auto-trigger ProcessPurchase during IAP initialization just as if the user purchased the product. You don't need to save the receipt, it will be sent again. The Sample IAP Project does this and writes the debug output to the UI, very handy https://forum.unity.com/threads/sample-iap-project.529555/ and https://docs.unity3d.com/Manual/UnityIAPRestoringTransactions.html (the code mentioned is for iOS only, Restore happens automatically on Android)
     
  5. ByteflowXxX

    ByteflowXxX

    Joined:
    Dec 5, 2017
    Posts:
    14
    Yes, after reinstall the app acknowledge is true https://prnt.sc/wd98zl
    Can I ignore this google message? https://prnt.sc/wd9awt
     
  6. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    Glad it's working for you and yes, you can ignore the message.
     
    ByteflowXxX likes this.
  7. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    Can you confirm if you are seeing refunded purchases by Google after the 3 days?
     
  8. Vishu2708

    Vishu2708

    Joined:
    May 12, 2021
    Posts:
    3
    My In App Consumable Purchases are automatically refunded after 72 hours.....is that a bug with unity iap button? i m loosing all my money when i mailed to google about the issue it says you need to acknowledge the user..........but how to acknowledge with iap button?
     
  9. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
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    That's a known problem with Codeless IAP. Ensure you have the Consume Purchase checkbox checked for the IAP Button in the inspector (even though it's a non-consumable). Otherwise, you'll need to use Scripted IAP, there is a sample project here https://forum.unity.com/threads/sample-iap-project.529555/#post-6950270
     
  10. Vishu2708

    Vishu2708

    Joined:
    May 12, 2021
    Posts:
    3
    I Did Check Consume Purchase......But Some orders are not getting refunded but some are being refunded....
     
  11. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    Yes, this is a known issue. Please follow the mentioned instructions.