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Getting a lot of payment declined after updating APP (using Unity IAP)
Hi,
I seem to have an unusual number of "payment declined" errors in my Google Play Developer Console after uploading a new version of my app to the Playstore.
These are from people that appear to be able to make purchases successfully in the old version, yet fail to since the update:
I notice in the case of this particular individual, they have not updated the app, meaning, that the version number which they are running is not the same as the live version on the store. I note that such discrepancies cause payment issues in a test environment so wondered if this could be somehow related. The solution might be to force everyone to update to the latest version, yet I know of many apps that don't do this. We had the same issue with our last app update with regular purchasers getting repeat declines and only since using Unity IAP. Our previous prime31 solution seemed to transition better between updates.
I'm sorry I can't be more precise describing this only we don't get a whole lot of purchases. If this sounds like it could be symptomatic of anything in particular that we could focus on I'd appreciate any help or ideas.
Hey dude, 6 months later I'm none the wiser. In an effort to debug it I thought I'd log all the times the purchase fails on the client to my server. I don't know if this is related to the payment declined errors and general loss of revenue but what we see is this:
Where the error message after it says "her data is = " is the PurchaseFailureReason that IAP spits out when something goes wrong.
The dates span a period during which we've had about 200 purchases. That's 30 or so errors logged for every 200 purchases (some are repeats). I've no idea if this is normal with Unity IAP or if I've screwed up my implementation somehow.
I was trying to do some clever stuff with sending the receipt to the server for validation before delivering, and in my next update I'm going to abandon that approach for 50% of users as an experiment to hone down on the fault.
That's still assuming it is a fault, for all I know this sudden increase in payment declines reflects nothing more than a changing demographic due to ASO or some other variable.
I thought it might be some hacks done by the user. There are some situations right now, where the user after declining the payment can access the in-app purchase product. I am not completely sure about this one. also couldn't find any solution for it.
Interesting, I guess that's also a possible explanation. What proportion of payment declines/charged do you have in the order management screen on Google Play?
I've just counted mine since January and I have:
52 charged 12 declined 1 refunded
The refunded person complained to us directly saying the following: "The game page did not update at the time of payment and when I tried to pay back it told me that I had already purchased the item ..."
We gave her the item manually but within a few days Google had refunded her automatically.
Is this all typical in your experience? I don't remember it being like this in our prime31 implementation.
We had 26 in-app purchases. in which 16 declined and 8 paid. and 2 refunded. Since this was our first project I have no idea why this is happening. Also, we have no idea how to contact these users or why this is happening?
Sounds worse than me dude, try getting the clients printing the PurchaseFailureReason from the IAP's OnPurchaseFailed() function and sending it to your server where you can read it as a debug log. Just check it's not "UserCancelled" on the client before bothering with it. If it's "ProductUnavailable" then you've got something to work with. I've updated to the latest Billing in an effort to fix a known issue with ProductUnavailables "when fetching too many products in quick succession" whatever that means. Fingers crossed it has some effect.