Unity IAP Demo Not Working on Android
I downloaded the Unity IAP package from Unity services inside the Unity editor. I wrote a script called Purchaser.
I put purchaser in my scene and I made it so when I clicked on a button, it would call, for example, BuyRemoveAds, it would do that action and remove the ads for example.
It works perfectly inside the unity editor, but when I build it to android and click the button, it won't do anything.
I am expecting a google play iap dialog to appear but get nothing and it goes ends up unsuccessful. I don't know if this is a bug or not but I need it fixed right away. How do I get it to show the google play iap purchase dialog? Its probably not a scripting issue because the same problem occurs in the Unity IAP Demo. Thank you in advance.
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.
public class Purchaser : MonoBehaviour, IStoreListener
{
private static IStoreController m_StoreController; // The Unity Purchasing system.
private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.
// Product identifiers for all products capable of being purchased:
// "convenience" general identifiers for use with Purchasing, and their store-specific identifier
// counterparts for use with and outside of Unity Purchasing. Define store-specific identifiers
// also on each platform's publisher dashboard (iTunes Connect, Google Play Developer Console, etc.)
// General product identifiers for the consumable, non-consumable, and subscription products.
// Use these handles in the code to reference which product to purchase. Also use these values
// when defining the Product Identifiers on the store. Except, for illustration purposes, the
// kProductIDSubscription - it has custom Apple and Google identifiers. We declare their store-
// specific mapping to Unity Purchasing's AddProduct, below.
//public static string kProductIDConsumable = "consumable";
//public static string kProductIDNonConsumable = "nonconsumable";
//public static string kProductIDSubscription = "subscription";
//public static string REMOVE_ADS = "key";
public static string FIREFIGHTER_FRANK = "key;
public static string MANAGER_MIKE = "key";
public static string TEENAGER_TRENT = "key";
public static string DRAGON_DRAKE = "key";
public static string ASTRONAUT_ALEX = "key";
public static string ROBOT_RICK = "key";
public static string QUEEN_LIMBERG = "key";
public static string KING_LIMBERG = "key";
/*// 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"; */
private unlockandplayButton unlockandplay;
private removeadsButton removeads;
void Start()
{
// If we haven't set up the Unity Purchasing reference
if (m_StoreController == null)
{
// Begin to configure our connection to Purchasing
InitializePurchasing();
}
}
void Awake()
{
unlockandplay = GameObject.Find("unlockandplaybutton").GetComponent<unlockandplayButton>();
removeads = GameObject.Find("removeadsbutton").GetComponent<removeadsButton>();
}
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 module = StandardPurchasingModule.Instance();
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
builder.Configure<IGooglePlayConfiguration>().SetPublicKey("Not showing it right now");
builder.AddProduct("com.squares.fruitsplit.remove_ads", ProductType.NonConsumable);
builder.AddProduct(FIREFIGHTER_FRANK, ProductType.NonConsumable);
builder.AddProduct(MANAGER_MIKE, ProductType.NonConsumable);
builder.AddProduct(TEENAGER_TRENT, ProductType.NonConsumable);
builder.AddProduct(DRAGON_DRAKE, ProductType.NonConsumable);
builder.AddProduct(ASTRONAUT_ALEX, ProductType.NonConsumable);
builder.AddProduct(ROBOT_RICK, ProductType.NonConsumable);
builder.AddProduct(QUEEN_LIMBERG, ProductType.NonConsumable);
builder.AddProduct(KING_LIMBERG, ProductType.NonConsumable);
UnityPurchasing.Initialize(this, builder);
}
/*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.
private bool IsInitialized()
{
// Only say we are initialized if both the Purchasing references are set.
return m_StoreController != null && m_StoreExtensionProvider != null;
}
public void BuyRemoveAds()
{
// Buy the non-consumable product using its general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID("com.squares.fruitsplit.remove_ads");
}
public void BuyFirefighterFrank()
{
// Buy the non-consumable product using its general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID(FIREFIGHTER_FRANK);
}
public void BuyManagerMike()
{
// Buy the non-consumable product using its general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID(MANAGER_MIKE);
}
public void BuyTeenagerTrent()
{
// Buy the non-consumable product using its general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID(TEENAGER_TRENT);
}
public void BuyDragonDrake()
{
// Buy the non-consumable product using its general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID(DRAGON_DRAKE);
}
public void BuyAstronautAlex()
{
// Buy the non-consumable product using its general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID(ASTRONAUT_ALEX);
}
public void BuyRobotRick()
{
// Buy the non-consumable product using its general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID(ROBOT_RICK);
}
public void BuyQueenLimberg()
{
// Buy the non-consumable product using its general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID(QUEEN_LIMBERG);
}
public void BuyKingLimberg()
{
// Buy the non-consumable product using its general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID(KING_LIMBERG);
}
void BuyProductID(string productId)
{
// If Purchasing has been initialized ...
if (IsInitialized())
{
// ... look up the Product reference with the general product identifier and the Purchasing
// system's products collection.
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));
// ... buy the product. Expect a response either through ProcessPurchase or OnPurchaseFailed
// asynchronously.
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.");
}
}
// Restore purchases previously made by this customer. Some platforms automatically restore purchases, like Google.
// Apple currently requires explicit purchase restoration for IAP, conditionally displaying a password prompt.
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, "com.squares.fruitsplit.remove_ads", StringComparison.Ordinal))
{
removeads.removedads();
}
// Or ... a non-consumable product has been purchased by this user.
else if (String.Equals(args.purchasedProduct.definition.id, FIREFIGHTER_FRANK, StringComparison.Ordinal))
{
unlockandplay.unlockfirefighter();
}
// Or ... a subscription product has been purchased by this user.
else if (String.Equals(args.purchasedProduct.definition.id, MANAGER_MIKE, StringComparison.Ordinal))
{
unlockandplay.unlockmanager();
}
else if (String.Equals(args.purchasedProduct.definition.id, TEENAGER_TRENT, StringComparison.Ordinal))
{
unlockandplay.unlockteenager();
}
else if (String.Equals(args.purchasedProduct.definition.id, DRAGON_DRAKE, StringComparison.Ordinal))
{
unlockandplay.unlockdragon();
}
else if (String.Equals(args.purchasedProduct.definition.id, ASTRONAUT_ALEX, StringComparison.Ordinal))
{
unlockandplay.unlockastronaut();
}
else if (String.Equals(args.purchasedProduct.definition.id, ROBOT_RICK, StringComparison.Ordinal))
{
unlockandplay.unlockrobot();
}
else if (String.Equals(args.purchasedProduct.definition.id, QUEEN_LIMBERG, StringComparison.Ordinal))
{
unlockandplay.unlockqueen();
}
else if (String.Equals(args.purchasedProduct.definition.id, KING_LIMBERG, StringComparison.Ordinal))
{
unlockandplay.unlockking();
}
// 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));
}
}
Answer by nicholasr · Jul 28, 2016 at 11:26 PM
@Dollar-Fish have you performed the Google Play Android App setup on the Developer Dashboard? http://docs.unity3d.com/Manual/UnityIAPGoogleConfiguration.html
And, what do the log files (logcat) say?
I did do that. It works with another iap platform but I don't want to use that somewhat working one because it won't let me click on it mulitple times and I want to use the Unity one. The unity demo scene provided by unity was not working either so it must be something else and I searched and searched for a solution and got nothing.
Okay, did the IStoreListener.OnInitializeFailed get called, or does the Android Log show any Unity error messages?
This may sound like a dumb question but how do I look at the Android log files?
Not dumb :) especially since doing a "logcat" requires a special app.
If you have Android Studio installed it should be relatively easy to plug in the device, and find the device log window.
With just the default Unity installation you might need to use "ADB" the Android Debug Bridge: https://developer.android.com/studio/command-line/adb.html This app is shipped with the Android SD$$anonymous$$.
I'm on $$anonymous$$ac and I use Homebrew to install the Android SD$$anonymous$$, which gives me access to this command.
Also with the Android SD$$anonymous$$ you'll have access to a GUI version of the adb command - "monitor" the Android Device $$anonymous$$onitor.
Youtube has a bunch of videos to walk you through the various scenarios you might be co$$anonymous$$g from: https://www.youtube.com/results?search_query=android+logcat
It's an invaluable tool for diagnosing Android issues. Unity IAP tries to keep it simple. But we still find it's useful to read the log for hints as to what is really going on with an app.
I found that it stops going through the process right after builder.Configure().SetPublic$$anonymous$$ey and before UnityPurchasing.Initialize(this, builder); So UnityPurchasing.Initialize(this, builder); is not going through(same applies to the IAP Demo.) I also see that in the editor it stops properly after the UnityPurchasing.Initialize(this, builder); . How do I make it go through on Android? I think this guy and I have the same issue http://goo.gl/ufZnmI . He says the problem is a bug and someone from Unity said it would be fixed in an upco$$anonymous$$g relase and I am currently using Unity 5.4.0 and it still is not fixed? I don't know if this is a bug or not. Also, the demo provided by unity stops at the UnityPurchasing.Initialize(this, builder); part too.
Your answer
Follow this Question
Related Questions
Where can I get callback of ConfirmPendingPurchase 3 Answers
Unity IAP Not working 0 Answers
How should I handle timeout when checking receipt of an In-App Purchase? 0 Answers
Test IAP Subscription Android - Wrong Expiration date 0 Answers
After adding Unity IAP app icon is gone and I can't add a new one! 0 Answers