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UNITY IAP Testing for iOS

Discussion in 'Unity IAP' started by troy3000, Jun 24, 2020.

  1. troy3000

    troy3000

    Joined:
    Jul 4, 2018
    Posts:
    3
    Hello,

    I hope to better understand what is happening.

    Context:

    I have a published app, working IAP, subscriptions great on Android, now I am porting to iOS, and have a successful build and upload.

    Everything works (firebase auth, analytics, database, storage, google mobile ads, google sign in) except my IAP on iOS, I'm not getting any prompt.

    the product code I used for google and apple are exactly the same; I have also checked this extensively, I am able to fetch their prices as well, I can confirm this as I have set different prices on iOS from Android.

    Is the implementation in unity different codewise?

    my "paid app agreement" is active but pending user info. yellow light. - I have read somewhere that this might be a possible cause, I am not sure though.

    I have not created a sandbox test account yet, as I have not reached the sign-in prompt for it yet, even after signing out of my app store account on my testing device.

    Also, I might prefer TestFlight for testing IAP, since I'm technically running a parallel build from my android app. no significant change will be made that has not been tested on android first.

    I hope to better understand what is happening.

    The log I am receiving from Xcode run is is this,


    Purchasing product asychronously: 'com.WorkingProductIdHere'

    InAppPurchaser:BuyProductID(String)

    UnityEngine.Events.UnityEvent:Invoke()

    UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)

    UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)

    UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()

    UnityEngine.EventSystems.StandaloneInputModule:Process()


    (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)


    2020-06-24 12:15:40.356458+0800 ProjectTitleHere [1879:671666] UnityIAP: PurchaseProduct: com.WorkingProductIdHere

    2020-06-24 12:15:40.365514+0800 ProjectTitleHere [1879:671666] UnityIAP: PurchaseProduct: IAP Disabled

    purchase({0}): com.WorkingProductIdHere

    UnityEngine.Events.UnityEvent:Invoke()

    UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)

    UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)

    UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()

    UnityEngine.EventSystems.StandaloneInputModule:Process()


    (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)


    onPurchaseFailedEvent({0}): com.WorkingProductIdHere

    UnityEngine.Purchasing.PurchasingManager:OnPurchaseFailed(PurchaseFailureDescription)

    UnityEngine.Purchasing.JSONStore:OnPurchaseFailed(PurchaseFailureDescription, String)

    UnityEngine.Purchasing.Extension.UnityUtil:Update()


    (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)


    OnPurchaseFailed: FAIL. Product: 'com.WorkingProductIdHere', PurchaseFailureReason: PurchasingUnavailable

    InAppPurchaser:OnPurchaseFailed(Product, PurchaseFailureReason)

    UnityEngine.Purchasing.JSONStore:OnPurchaseFailed(PurchaseFailureDescription, String)

    UnityEngine.Purchasing.Extension.UnityUtil:Update()
     
    Last edited: Jun 24, 2020
  2. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
  3. troy3000

    troy3000

    Joined:
    Jul 4, 2018
    Posts:
    3
    Hi Jeff,

    Thank you very much for the clarification, Yes I have followed the steps in the tutorial you've linked extensively. My build is also accessible and testable for TestFlight at the moment. That leaves the agreement notice to be the reason. I will be waiting for the green light then.

    I will give an update on this thread on the development. Hopefully, it helps others as well.

    You've been great Jeff, Thank you.
     
    Last edited: Jun 24, 2020