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Unity IAP Services not Working on iOS. Purchase Dialogue does not Show at All
I think I have done all the necessary steps to set up In-App Purchases to unlock levels (which they are considered "non-consumable products").
I have added the product on iTunes Connect (the status shows waiting for screenshot - I am only testing the app so I think it should be fine). I have also changed the product ID in my script to match the one on iTunes Connect. As shown in the below script
// Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
public class Purchaser2 : MonoBehaviour, IStoreListener
{
private static IStoreController m_StoreController; // Reference to the Purchasing system.
private static IExtensionProvider m_StoreExtensionProvider; // Reference to 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.)
private static string kProductIDNonConsumable = "nonconsumable"; // General handle for the non-consumable product.
private static string kProductNameAppleNonConsumable = "com.CompanyName.ProductName.LevelUnlock2"; // Apple App Store identifier for the non-consumable product.
public string levelTag;
void Start()
{
// If we haven't set up the Unity Purchasing reference
if (m_StoreController == null)
{
// Begin to configure our connection to Purchasing
InitializePurchasing();
}
}
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 builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
// Add a product to sell / restore by way of its identifier, associating the general identifier with its store-specific identifiers.
builder.AddProduct(kProductIDNonConsumable, ProductType.NonConsumable, new IDs(){{ kProductNameAppleNonConsumable, AppleAppStore.Name } });// And finish adding the subscription product.
UnityPurchasing.Initialize(this, builder);
}
private bool IsInitialized()
{
// Only say we are initialized if both the Purchasing references are set.
return m_StoreController != null && m_StoreExtensionProvider != null;
}
public void ExitButton(){
GetComponent<Canvas> ().enabled = false;
IAPScript.iapPopup = false;
}
public void BuyNonConsumable()
{
// Buy the non-consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID(kProductIDNonConsumable);
}
void BuyProductID(string productId)
{
// If the stores throw an unexpected exception, use try..catch to protect my logic here.
try
{
// 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.");
}
}
// Complete the unexpected exception handling ...
catch (Exception e)
{
// ... by reporting any unexpected exception for later diagnosis.
Debug.Log ("BuyProductID: FAIL. Exception during purchase. " + e);
}
}
// Restore purchases previously made by this customer. Some platforms automatically restore purchases. Apple currently requires explicit purchase restoration for IAP.
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)
{
if (String.Equals(args.purchasedProduct.definition.id, kProductIDNonConsumable, StringComparison.Ordinal))
{
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
PlayerPrefs.SetInt(levelTag,1);
}// Or ... a subscription product has been purchased by this user.
else
{
Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id));
}// Return a flag indicating wither this product has completely been received, or if the application needs to be reminded of this purchase at next app launch. Is useful when 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.
Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}",product.definition.storeSpecificId, failureReason));}
}
I have taken the above script from a Unity3D tutorial on Survival Shooter Project, and I have done the exact steps to make it work. It only worked on Unity Editor, but never worked on my iPhone (it should show me the sandbox dialogue but it showed absolutely nothing). Could you please help me fix this issue?
@$$anonymous$$aryoomi have you solved your problem? i have the same issue.
Hi @$$anonymous$$aryoomi, i also experienced the same problem. Can't make it work for iOS. I think the Unity IAP is still very new and outcome like this may happen. Have you solved this? Some help will be very appreciated.
Answer by Maryoomi · Mar 06, 2016 at 11:10 AM
@kurodp and @reinaldozhang, I have successfully solved the issue using the following points:
In the sample Purchaser code that comes with the SurvivalShooter project, you will see many product IDs defined in the script. Remove all product IDs except the ones you are going to use for your project.
Do not initialize the purchase more than once in your whole project. In other words, use only one Purchaser script in the whole project and define all product IDs inside it.
Hope it helps!
It worked for me too! Thanks for the effort. Did you try to contact the Unity Team and talk about this bug and your solution? That way they can refresh the code in the shooter example.
Answer by NesCroft · Jan 23, 2017 at 10:42 AM
The problem for me was that I needed to fill out my info under iTunes Connect > Agreements, Tax, and Banking... Then I had to wait about twelve hours for it to process. Then you just plug your device into xcode (make sure you are signed out of AppleID & have created a sandbox tester) and build it. When you go to test it will ask for and AppleID.. Thats where you enter your sandbox info.
This was the case for me too... i was having a headache trying to get it to work, turns out it was due to our tax form not being filled out. Once that was sorted in app purchases worked!
Answer by MGames · Dec 06, 2016 at 08:23 PM
Hey! i'm also having trouble with my script... i basically have the same ID for google play and Apple so it saves time and confusion instead of having multiple ids for the same in app purchases etc...
Here's my code for the script: http://pastebin.com/NRzp9UVh Any chance you could quickly look through it and help me figure out why mines not working? they all work fine in google play but not apple
@mgames Did you ever figure this out? I am running into the same issue.
@Ritichi please have a look at my comment and let me know how it goes
Hi @$$anonymous$$Games, Sorry for the late response. I just had a look at your script, maybe you should try to do the following: - Take the code inside your Start method and paste it inside an Awake method - $$anonymous$$ake sure to create a different consumable/non-consumable ID for each product and create a separate BuyNonConsumable/BuyConsumable method for each as well, and pass the consumable/non-consumable variable string in the parameter. I have noticed you created the methods for each product ID, try to use them for their respective consumable/non-consumable IDs ins$$anonymous$$d.
Let me know how it goes or if you need more clarification
i was having a headache trying to get it to work, turns out it was due to our tax form not being filled out. Once that was sorted in app purchases worked! :) but thanks for the suggestions
Answer by sachintech1409 · Jan 10, 2017 at 08:25 AM
add screenshot in IAP product in iTunes connect.
Answer by subaa-phd · Mar 07, 2018 at 09:44 AM
First i enter the complete banking and tax information in iTunes then register sandbox user after that i reset my testing device. It solved my issue.
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