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Unity IAP Services not Working in my release App since iOS 13.4. The purchase dialog does not show.

Discussion in 'Unity IAP' started by mares_unity, Jun 12, 2020.

  1. mares_unity

    mares_unity

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    Hello, I have an App developed with Unity 2018.4.5f and Unity IAP 1.23.1 containing a non-consumable products. The app is in release version and available on the appStore for almost 1 year. The IAP has always been functional except since IOS 13.4 update. On IOS 13.4 + devices, the native purchase popup no longer opens. Another clarification, the price of the non-consumable product was reduced to $ 0 the time of the covid. Can the purchase price influence the functioning of the Unity IAP purchase?

    The implementation method of the IStoreListener is inspired by your tutorial (https://learn.unity.com/tutorial/unity-iap).

    In the Unity Dashboard I can see crash log for IOS 13.4 devices.

    Native Crash - Unknown Function (/usr/lib/system/libsystem_kernel.dylib)

    Native StackTrace:
    Thread 39
    0 libsystem_kernel.dylib 0x00000001ad255198 <system symbols missing>
    1 libEmbeddedSystemAUs.dylib 0x00000001cbb28330 <system symbols missing>
    2 libAudioToolboxUtility.dylib 0x00000001b87ec614 <system symbols missing>
    3 libsystem_pthread.dylib 0x00000001ad197d98 <system symbols missing>
    4 libsystem_pthread.dylib 0x00000001ad19b74c <system symbols missing>


    Part of logs:
    Code (CSharp):
    1. {"message":"IAPController IsInitialized: 'True'","ts":1591908958560,"frame":803,"type":3},{"message":"Purchasing product asychronously: 'Premium'","ts":1591908958561,"frame":803,"type":3},{"message":"m_StoreController.InitiatePurchase: 'Premium'","ts":1591908958562,"frame":803,"type":3},{"message":"purchase({0}): Premium","ts":1591908958570,"frame":803,"type":3}],"ts":1591969612570,"user_agent":"NameOfApp/3865.576%0A CFNetwork/1126 Darwin/19.5.0","project_name":"NameOfApp","crash_report_hash":"6b1ff059bf15ed3b3bd545faa0a7a1fa","managed_exception":null,"native_crash":{"signal_name":"SIGABRT","signal_code":"#0","signal_address":7200009608,"signal_pc":0,"symbolicated":true,"threads":[{"number":0,"name":"","crashed":true,"frames":[{"image_uuid":"b422ba38a9f63062be28d28d39e3fe25","image_name":"/usr/lib/system/libsystem_kernel.dylib"

    Have you ever had this problem and how to fix it?

    Thanks!
     
    Last edited: Jun 12, 2020
  2. JeffDUnity3D

    JeffDUnity3D

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    @mares_unity Are you able to reproduce? Your IAP works on iOS devices less than 13.4? We have not heard of any specific reports. Were you able to change the price, after you already sold some of the product? How would users request refunds in that case? I'm not familiar if the pricing could be related. As a test, can you put back the price?
     
  3. mares_unity

    mares_unity

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    Thank you @JeffDUnity3D for being quick. Yes, I can reproduce the problem on IOS 13.4 and higher each time. The purchase button does not open the purchase window. The price has been reduced recently, several purchases were made before the price drop. It's not me who deals with prices on the App Store, I do not know the process for request refunds. I will ask that we change the price to test again. I come back to you with the result.
     
  4. JeffDUnity3D

    JeffDUnity3D

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    Does it work on devices less than 13.4? If it does, it's probably not related to the price.
     
  5. mares_unity

    mares_unity

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    The IAP purchase still works very well on ios 13.3 and less devices.
    I contacted Apple technical support to find out more about the impact of a price change.
     
  6. JeffDUnity3D

    JeffDUnity3D

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    Since you can reproduce, you should be able to get the device logs via XCode as described here https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ They would be invaluable to troubleshoot this issue. We write system debug info to the logs from IAP
     
  7. mares_unity

    mares_unity

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    Hi @JeffDUnity3D , I have some logs from xCode, I hope it will help you to help me!

    After several attempts, the problem is still not resolved, when trying to make a purchase, the native purchase box is not displayed. The app is not able to connect to the store! On the other hand, when we use the restoration of purchases function, the native popup to connect to the App Store is displayed, once the account information has been entered, the restoration works correctly.

    Here the xCode Crash report
    Code (CSharp):
    1. {
    2.   "LocallySymbolicatedSourceFile" : "",
    3.   "UserData" : {
    4.     "Resolved" : false,
    5.     [COLOR=#ff0000]"Name" : "StoreKit: -[SKPaymentQueue finishTransaction:] + 608",[/COLOR]
    6.     "Description" : ""
    7.   },
    8.   "LocallySymbolicatedDefaultName" : "",
    9.   "DefaultName" : "StoreKit: -[SKPaymentQueue finishTransaction:] + 608",
    10.   "LocallySymbolicatedSourceLine" : 0,
    11.   "Identifier" : {
    12.     "AdamId" : "*********",
    13.     "BundleId" : "com.***********",
    14.     "Version" : "1.08",
    15.     "IsBeta" : true,
    16.     "Build" : "3862.573",
    17.     "PlatformSDKIdentifier" : "com.apple.platform.iphoneos",
    18.     "RootBuild" : "3862.573",
    19.     "RootVersion" : "1.08",
    20.     "CrashPointId" : "BeDWOATqpBi2vdcZf68OSZ"
    21.   },
    22. "SourceLine" : 288,
    23. "SourceFile" : "SKPaymentQueue.m"
    24. }
    25.  

    xCode console log report when clicking on the purchase button

    Code (CSharp):
    1. Task <E8791D5F-08D2-48DC-9C51-25586636B3D7>.<1> now using Connection 17
    2.  
    3. Connection 17: received viability advisory(Y)
    4.  
    5. Task <E8791D5F-08D2-48DC-9C51-25586636B3D7>.<1> sent request, body S 556
    6.  
    7. boringssl_context_message_handler(2258) [C17.1:2][0x108a66de0] Reading SSL3_RT_HANDSHAKE 149 bytes
    8.  
    9. boringssl_context_new_session_handler(1117) [C17.1:2][0x108a66de0] New session available
    10.  
    11. UnityIAP: UpdatedTransactions
    12.  
    13. UnityIAP: PurchaseFailed: 0
    14.  
    15. com.apple.appstored StoreKit default 11:02:56.796436-0400 appstored appstored com.****..****.: Loading 1 products for com..****...****.
    16.  
    17. UnityIAP: UnityPurchasing OnPurchaseFailed: Unknown - SKErrorUnknown - APPLE_Connexion à l’iTunes Store impossible
    18.  
    And in attached file a crash log on a newer version of the app. Do you have enough information? Thank you so much.
     

    Attached Files:

  8. JeffDUnity3D

    JeffDUnity3D

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    It says you can't connect to iTunes. Can you open the Apple App Store on this device? And I'm not seeing any logs where you initialize IAP, should show the version number
     
  9. mares_unity

    mares_unity

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    Yes, I can open the Apple App Store on this device.
    I don't seem to have the start of the logs. But I have confirmation that Unity IAP initializes correctly on a screenshot.

    Is it possible that my Unity IAP updated to version 1.23.1 but not the UnityPurchasing.m file? I read this post https://forum.unity.com/threads/how-to-support-purchasefailurereason-unknown.520587/
    and I have only 3 error code in this method :
    Code (CSharp):
    1. - (NSString*)purchaseErrorCodeToReason:(NSInteger) errorCode {
    2.     switch (errorCode) {
    3.         case SKErrorPaymentCancelled:
    4.             return @"UserCancelled";
    5.         case SKErrorPaymentInvalid:
    6.             return @"PaymentDeclined";
    7.         case SKErrorPaymentNotAllowed:
    8.             return @"PurchasingUnavailable";
    9.     }
    10.  
    11.     return @"Unknown";
    12. }
    Have new error cases been added in the latest updated version?
     

    Attached Files:

  10. JeffDUnity3D

    JeffDUnity3D

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    You have the right version. Are you able to test with a previous version of IAP? I just tested an older test app on my iPhone, I believe it is using IAP 1.19, and it works OK with iOS 13.4.1 . Hopefully I can test with 1.23.1 next week.
     
  11. mares_unity

    mares_unity

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    Ok, thanks for your test. I will revert to IAP 1.19 and check if it works. I come back to you with the result.
     
    JeffDUnity3D likes this.
  12. JeffDUnity3D

    JeffDUnity3D

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  13. mares_unity

    mares_unity

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    Before changing the version of Unity IAP, I saw this log between Purchase and OnPurchaseFailed.

    Code (CSharp):
    1. Internal : JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
    2. To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations.
    Do you know this problem?
     
  14. mares_unity

    mares_unity

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    Unfortunately, I have exactly the same problem with IAP version 1.19. The $ 0 IAP promotion on the Apple Store ends in a few days. We will see later if the problem still persists. Thank you for your support.
     
  15. mares_unity

    mares_unity

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    Hello, my app still has the same problem with the IAP Purchase. The IAP purshase has always been functional except since IOS 13.4 update. On IOS 13.4 + devices, the native purchase popup no longer opens.

    The promotion of the app is finished on the appStore, the IAP is no longer free.

    My App is developed with Unity 2018.4.5f and Unity IAP is up to date (version 1.23.3) and build with xCode 11.4.1.

    No matter what method I use to make the purchase, I always get the same error.

    UnityIAP: UnityPurchasing OnPurchaseFailed: Unknown - SKErrorUnknown

    Purchase finished with error: Error Domain=SSErrorDomain Code=16 "Cannot connect to iTunes Store" UserInfo={NSLocalizedDescription=Cannot connect to iTunes Store}


    Here are the methods tested:
    From all these tests, the error does not seem to come from the IAP implementation code!

    Have other developers noticed this problem? Currently, users of IOS 13.4 and later cannot purchase the IAP. This is a major problem because it is an income that my client loses!

    Your help is greatly appreciated!
     
  16. JeffDUnity3D

    JeffDUnity3D

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    Would you agree that this sounds like an Apple issue? We have not heard of similar reports, but is worth investigating.
     
  17. mares_unity

    mares_unity

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    Yes, that this really sounds like an Apple issue! But I don't know what to do. Apple recommends that I look in their developer forum. But I find no solution. Thank you for your support!
     
  18. JeffDUnity3D

    JeffDUnity3D

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    Are you testing in TestFlight? It may be an issue in their test environment. Or is this a published app?
     
  19. mares_unity

    mares_unity

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    The purchase problem occurs as much on the production version (which has been in release for almost a year) and on the new testFlight versions (containing attempts to resolve the problem).
     
  20. JeffDUnity3D

    JeffDUnity3D

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    So I've been working to test this. Unfortunately the two test apps on my 13.5.1 phone are configured to use a Sandbox account and it simply won't accept my password. But I do get the purchase dialog, but just doesn't verify my password. Looks like a separate Apple issue. At any rate, can you install WinterRunner from the app store, and attempt to make a $.99 purchase? It's not my app, but does test Unity IAP. It's up to you if you want to complete the purchase for a full test. Touch the Store button after the app starts, then touch the Gold coins and then Purchase. But it does look like that IAP is working.
     
    Last edited: Jul 8, 2020
  21. mares_unity

    mares_unity

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    Hi @JeffDUnity3D, I can't find the WinterRunner app on the AppStore, can you send me a link?
     
  22. JeffDUnity3D

    JeffDUnity3D

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    Hmm..I see what you mean. I'll see if I can track it down. However I was able to get my iOS app working on 13.5.1, I removed my Sandbox testers. It's exactly the Sample IAP project as here : https://forum.unity.com/threads/sample-iap-project.529555/ My guess is that you're using some feature elsewhere in your game that may be causing this issue. Are you playing a sound? I was just looking at your stack traces.
     
  23. mares_unity

    mares_unity

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    There may be a sound when you press the purchase button. We use wWise 2018.1.8 for audio management. Perhaps it is also a conflict with the facebook sdk (v7.18)?
    The build was make with xCode 11.4. that may be the problem. I'm trying to make a new build with the version of xCode 12 Beta 2. To see if it changes a few things.
     
  24. mares_unity

    mares_unity

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    Unfortunately, the bug is still present in the new build made with xCode 12 Beta 2.
    I sent a TSI (Technical Support Incident) to Apple.
     
  25. JeffDUnity3D

    JeffDUnity3D

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    You might want to test with the Sample IAP project to compare but granted a lot of work. Did you disable the sound? You said "there may be a sound", can you elaborate? If you wrote this code, seems you would know for sure. Your first post mentioned libAudioToolboxUtility.dylib Y
     
  26. mares_unity

    mares_unity

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    Oh, I'm sorry, my answer is not very clear. May be because: In the release version, there is a little sound on click of the purchase button. But not in my attempts on testFlight.

    In one of the attempts on testFlight, I integrated in my project your scene and your code from Sample IAP Project, and the behavior is the same! sample_IAP.png
     
  27. JeffDUnity3D

    JeffDUnity3D

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    This is a separate issue. It's not causing a crash. As you can see, you are getting a callback, so IAP is working correctly and is likely a configuration issue on the Apple side. It could be this too https://forum.unity.com/threads/iap-failure-during-apple-review-binary-rejected.747941/#post-5909033
     
  28. mares_unity

    mares_unity

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    Hi @JeffDUnity3D, finally, I don't think there is a link with the Native StackTrace: provided in my first post. Anyway, this crash is no longer there. My real problem is the purchase which does not work on iOS 13.4.

    Here is the response from an Apple engineer:

    0 1 0x34e2 348 default 16:40:38.286559-0400 myapp myapp UnityIAP: Add transaction observer

    Here the unity framework is indicating that the transactionObserver is being installed - when this happens, I should see a call to the App Store Server requesting a check for queued transactions, but there is no such call to the App Store Server. This looks like a bug report issue with the Unity framework or possibly your use of the Unity Framework call which was supposed to make this call. However from an overall use of this function, I can see that this call is being made from a ViewController and not from the didFinishLaunchingWithOptions delegate method as recommended above. I think you need to discuss this with Unity to ask how you can use the framework so that the addTransactionObserver call is made just once - from the didFinishLaunchingWithOptions app delegate method.

    0 1 0x34e2 348 default 16:40:38.286612-0400 myapp myapp UnityIAP: Add transaction observer

    0 1 0x34e2 348 default 16:40:38.286668-0400 myapp myapp UnityIAP UnityEarlyTransactionObserver: Request to initiate queued payments

    There is never any evidence from the log file that the addPayment call was ever issued by the app. As you are using the Unity Framework, I think this is now an issue for you to discuss with Unity.


    Currently, UnityIAP is initialized in the awake of my first scene. This is probably the problem. Apple recommends that the addTransactionOberver made just once - from the didFinishLaunchingWithOptions app delegate method.
    How can I do that?
     
  29. mares_unity

    mares_unity

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    I don't know if it has a link but in the first logs when we open the app, there are twice calls to UnityEarlyTransactionObserver

    0 1 0x34e2 348 default 16:40:34.247876-0400 MyApp MyApp UnityIAP UnityEarlyTransactionObserver: Created
    0 1 0x34e2 348 default 16:40:34.247939-0400 MyApp MyApp UnityIAP UnityEarlyTransactionObserver: Created
    0 1 0x34e2 348 default 16:40:34.248100-0400 MyApp MyApp UnityIAP UnityEarlyTransactionObserver: Registered for lifecycle events
    0 1 0x34e2 348 default 16:40:34.248172-0400 mazaam mazaam UnityIAP UnityEarlyTransactionObserver: Registered for lifecycle events


    It also tells me that adding the transactionObserver is good when opening the app (but that's not what Apple engineer seems to say).

    Ok, after some research, this is just a case of Xcode printing out extra stuff to the console. Enable the OS_ACTIVITY_MODE = disable environment variable this double-logging should go away.
     
    Last edited: Jul 14, 2020
  30. JeffDUnity3D

    JeffDUnity3D

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    Seems like a false report from the Apple reviewer. Many developers are successfully using IAP and submitting new apps on the app store.
     
  31. mohammedghabyen

    mohammedghabyen

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    Hi, I am facing the same issue too, I am using the same script and do all importing steps same as old projects, but not working anymore, I am working on xcode 12.0.1 and unity 2020.1.4f1, test on simulator and real devices, version 14.0,
    test flight and published on market have same issues,on real device nothing happen when click on IAP button, on simulator the game stuck on splash screen and here the logs from xcode (simulator):

    UnityIAP: SKProductRequest::didFailWithError: 0, Error Domain=SKErrorDomain Code=0 "UNKNOWN_ERROR" UserInfo={NSLocalizedDescription=UNKNOWN_ERROR, NSUnderlyingError=0x60000280e0d0 {Error Domain=ASDErrorDomain Code=507 "Error decoding object" UserInfo={NSLocalizedDescription=Error decoding object, NSLocalizedFailureReason=Attempted to decode store response}}}. Unity Purchasing will retry in 60 seconds

    any help appreciated

    Edit:
    I am using IAP purchase 2.1.1
     
  32. mares_unity

    mares_unity

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    Hi mohammedghbyen, I'm not sure what exactly is causing this problem. But I solved the problem under IOS by archiving the project with another Xcode installation (another computer) and with a new certificate.

    good luck
     
  33. JeffDUnity3D

    JeffDUnity3D

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    I just tested the Sample IAP Project with TestFlight without issue and was able to make test purchases. What locale are you testing on? I'm testing in the US
     
  34. mohammedghabyen

    mohammedghabyen

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    I am testing from Egypt on a real device, its not working, also submit for review on app store I've got this message from review team:
    We discovered one or more bugs in your app when reviewed on iPad running iOS 14.0.1 on Wi-Fi.
    Specifically, tapping on any IAP product produced no further action.
     
  35. mohammedghabyen

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    I will try with xcode 11.7 and new certificate, hope it works, Thank you
     
  36. JeffDUnity3D

    JeffDUnity3D

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    I would suggest trying with the latest XCode instead. Too bad it's such a HUGE download.
     
  37. mohammedghabyen

    mohammedghabyen

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    I am using virtual mac from mac stadium, internet speed very high and downloaded within minutes
     
  38. JeffDUnity3D

    JeffDUnity3D

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    Oh good, then should be no problem to update XCode to the latest version.
     
  39. mohammedghabyen

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    I've read about sandbox that its created for test flight users automatically, so test flight user can test iap purchase without create sandbox account, is there anything to do with sandbox?!
     
  40. JeffDUnity3D

    JeffDUnity3D

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    It's possible, please try for yourself. TestFlight works for me with XCode 12.0.1. Have you upgraded? You didn't say.
     
  41. mohammedghabyen

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    I have both xcodes 12 and 11, I've tried before with 12 but didn't work so now I am trying with xcode 11 and new certificate as mares_unity mentioned
     
  42. JeffDUnity3D

    JeffDUnity3D

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    Your issue may be separate, your error mentions not able to decode. Are you able to test on a US device by chance, to rule out locale issues?

    UnityIAP: SKProductRequest::didFailWithError: 0, Error Domain=SKErrorDomain Code=0 "UNKNOWN_ERROR" UserInfo={NSLocalizedDescription=UNKNOWN_ERROR, NSUnderlyingError=0x60000280e0d0 {Error Domain=ASDErrorDomain Code=507 "Error decoding object" UserInfo={NSLocalizedDescription=Error decoding object, NSLocalizedFailureReason=Attempted to decode store response}}}. Unity Purchasing will retry in 60 seconds
     
  43. mohammedghabyen

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    Sorry I cant test with a real device on a US, but review team of apple said that its not working on iOS 14.0.1:
    "We discovered one or more bugs in your app when reviewed on iPad running iOS 14.0.1 on Wi-Fi.
    Specifically, tapping on any IAP product produced no further action".
    I will contact apple team for more details about the issue
     
  44. JeffDUnity3D

    JeffDUnity3D

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    If it's not working for you, then you don't want to submit, hoping that it will work for the Apple reviewers. Please provide the XCode logs when testing on an actual iOS device.
     
  45. mohammedghabyen

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    That's the problem with virtual mac, you can get logs for real device, all is virtuals and simulators :D
    , its also didn't work with the xcode 11 and new certificate, I've tried different location (Saudi Arabia), when clicking on IAP button, the purchase window of apple doesn't show, I will test the unity Sample IAP Project with TestFlight
     
  46. mohammedghabyen

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    Could you please share the version of xcode, unity, IAP purchase register and iOS versions?
     
  47. JeffDUnity3D

    JeffDUnity3D

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    All the latest versions. My last test was with IAP 2.0, iOS 14.01 and XCode 12.01 and Unity 2020.1.6f1. But you plan to release on the App Store, you really need to be testing on an actual device before submitting. IAP does not work on the iOS simulator as far as I know, for security reasons https://stackoverflow.com/questions...pp-purchase-in-ios-simulator-or-on-the-device
     
  48. mohammedghabyen

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    Hi, I've create new app on app store and added the projducts from the sample IAP purchase product:
    https://forum.unity.com/threads/sample-iap-project.529555/
    I've updated IAP purchase package, on latest version of xcode, added the products on app store and edit it in the products id to be the same as in the app store, still not working :(
    the project is from the link, only updated the IAP and unity to version 2020, exported and uploaded on test flight:
    test on simulator, result: is stuck on splash screen
    test on real device, result: no action happen, the blue screen shot shows the details
    What am I doing wrong?
     

    Attached Files:

  49. JeffDUnity3D

    JeffDUnity3D

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    Make sure you have filled in the Business Tax and Business info on iTunes Connect, this is a requirement even if you are testing. As mentioned, IAP would not be expected to work on the iOS simulator. You will need to test on an actual device.
     
  50. mohammedghabyen

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    Thanks a lot JeffDUnity3D for mentioning that, I think its the problem, I've looked up for that in their rules and found that client account is for free apps only, not paid apps or including in-app purchases agreement as shown in the attached photo.
     

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