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Unity IAP not working on iOS, works on Android.
Hello, i have implemented Unity IAP on my game and i think i made all the necessaries steps to implement on iOS, but still not working. even after 48 hours that was approved.
Here's the code:
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 PurchaserManager : 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.)
public static string kProductIDConsumable = "2kgold";
public static string sixThousandCoins = "6kgold";
public static string elevenThousandCoins = "11kgold";
public static string kProductNameAppleConsumable = "2kgold";
public static string sixThousandCoinsApple = "6kgold";
public static string elevenThousandCoinsApple = "11kgold";
public static string kProductNameGooglePlayConsumable = "2kgold";
public static string sixThousandCoinsGoogle = "6kgold";
public static string elevenThousandCoinsGoogle = "11kgold";
private ShopHandler theShopHandler;
void Start ()
{
// If we haven't set up the Unity Purchasing reference
if (m_StoreController == null) {
// Begin to configure our connection to Purchasing
InitializePurchasing ();
}
theShopHandler = FindObjectOfType<ShopHandler> ();
}
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 (kProductIDConsumable, ProductType.Consumable, new IDs () {
{
kProductNameAppleConsumable,
AppleAppStore.Name
},
{
kProductNameGooglePlayConsumable,
GooglePlay.Name
},
});
//6k Coins
builder.AddProduct (sixThousandCoins, ProductType.Consumable, new IDs () {
{
sixThousandCoinsApple,
AppleAppStore.Name
},
{
sixThousandCoinsGoogle,
GooglePlay.Name
},
});
//11k Coins
builder.AddProduct (elevenThousandCoins, ProductType.Consumable, new IDs () {
{
elevenThousandCoinsApple,
AppleAppStore.Name
},
{
elevenThousandCoinsGoogle,
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.
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;
}
//Funçoes para comprar coins
public void Buy2kCoins ()
{
// Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID (kProductIDConsumable);
}
public void Buy6kCoins(){
BuyProductID (sixThousandCoins);
}
public void Buy11kCoins(){
BuyProductID (elevenThousandCoins);
}
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)
{
// A consumable product has been purchased by this user.
if (String.Equals (args.purchasedProduct.definition.id, kProductIDConsumable, StringComparison.Ordinal)) {
Debug.Log (string.Format ("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));//If the consumable item has been successfully purchased, add 100 coins to the player's in-game score.
//COLOCAR MOEDAS AQUI
theShopHandler.gameCoins += 2000;
PlayerPrefs.SetInt ("Coins", theShopHandler.gameCoins);
Debug.Log ("comprou 2k moedas");
} else if (String.Equals (args.purchasedProduct.definition.id, sixThousandCoins, StringComparison.Ordinal)) {
Debug.Log (string.Format ("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));//If the consumable item has been successfully purchased, add 100 coins to the player's in-game score.
//COLOCAR MOEDAS AQUI
theShopHandler.gameCoins += 6500;
PlayerPrefs.SetInt ("Coins", theShopHandler.gameCoins);
Debug.Log ("comprou 6.5k moedas");
}
else if (String.Equals (args.purchasedProduct.definition.id, elevenThousandCoins, StringComparison.Ordinal)) {
Debug.Log (string.Format ("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));//If the consumable item has been successfully purchased, add 100 coins to the player's in-game score.
//COLOCAR MOEDAS AQUI
theShopHandler.gameCoins += 11000;
PlayerPrefs.SetInt ("Coins", theShopHandler.gameCoins);
Debug.Log ("comprou 11k moedas");
}
// 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 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 use the same ID of the items for Android and Apple. on the xCode project the IAP is enabled and on the iTunes Connect page the 3 items i have they are all approved by Apple.
am i missing something?
Cheers!
Answer by NesCroft · Jan 23, 2017 at 10:42 AM
To add to what vanz0930 said the bank info is under itunes connect > agreements, tax, and banking. I had the same problem. Once you enter your info you have to wait till it is done processing.
I had a similar issue and just had to fill in all of that stuff as well. All of the bank details, US tax forms, etc. $$anonymous$$ake sure it's all filled out. It should take a couple of hours to process. I was using 2019.3.0f6.
Answer by vanz0930 · Nov 24, 2016 at 04:27 AM
Getting BuyProductID FAIL. Not initialized.
only on iOS..
anyone? :(
Well, i made it.
The code was ok, the problem was the lack of bank info that i haven't filled.
once i filled the bank info everything started working.
Your answer
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