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This question was closed Jul 30, 2017 at 04:55 AM by saneangel8 for the following reason:

The question is answered, right answer was accepted

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Question by saneangel8 · Jul 29, 2017 at 10:45 PM · iosiappurchaseinapp purchase

Unity IAP - Works in Editor; Fails in XCode, Fails in Testflight (iOS)

I've spent several days on this one. Hoping someone can help.

Long Story Short:

  • I got Unity IAP working great in the Unity Editor List item

  • I can't get Unity IAP to work via XCode

    Purchase failed because Purchasing was not initialized correctly UnityEngine.Events.InvokableCallList:Invoke(Object[]) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean) UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents() UnityEngine.EventSystems.StandaloneInputModule:Process()

    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

I have exhausted all my google-foo; hoping someone can help.

ueditor.png (18.4 kB)
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Answer by saneangel8 · Jul 30, 2017 at 12:09 AM

I Think I got it.

So Far So Good, thanks to:

  1. Great Post: https://stackoverflow.com/questions/37737619/unity-iap-not-initializing

  2. Don't enable the InApp Purchace in XCode.

  3. Place the Purchase Script on a root level game object that is always active

  4. Don't use the Purchase "BuyNonConsumable()" it's not a callback function. ;(

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avatar image KaffaGame · Aug 05, 2017 at 05:55 PM 0
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Can you please explain 2? Why not?

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