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In App Purchases works on Andriod but not IOS,Unity In App Purchases Script works for Andriod devices but not Iphone
Hello, my dev team has recently published our game to the Google Play Store and the Apple App Store. However, we are running into the problem where whenever we try to submit a build to the Apple store that contains In App Purchases, we are rejected by Apple, with a statement saying that our IAP is broke, along with a screenshot showing our In-Game shop failing to display the prices and purchase buttons. Here is the code for our IAP, along with the screenshot apple provided. If anybody else has experienced this problem, any help would be greatly appreciated.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;
using Drill;
public class IAP_Manager : Singleton<IAP_Manager>, IStoreListener
{
private static IStoreController m_StoreController; // The Unity Purchasing system.
private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.
public string gem_5 = "com.drillbitstudios.notadrill.gem_5";
public string gem_30 = "com.drillbitstudios.notadrill.gem_30";
public string gem_70 = "com.drillbitstudios.notadrill.gem_70";
public string gem_150 = "com.drillbitstudios.notadrill.gem_150";
public string gem_400 = "com.drillbitstudios.notadrill.gem_400";
public string starterbundle = "com.drillbitstudios.notadrill.starterbundle";
public string jetpack = "jetpack";
public string ghost = "ghost";
public string tnt = "tnt";
public string magnet = "magnet";
public string shield = "shield";
private GameManager GameManager;
// 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";
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(gem_5, ProductType.Consumable);
builder.AddProduct(gem_30, ProductType.Consumable);
builder.AddProduct(gem_70, ProductType.Consumable);
builder.AddProduct(gem_150, ProductType.Consumable);
builder.AddProduct(gem_400, ProductType.Consumable);
// Continue adding the non-consumable product.
builder.AddProduct(starterbundle, ProductType.Consumable);
// 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);
}
public bool IsInitialized()
{
// Only say we are initialized if both the Purchasing references are set.
return m_StoreController != null && m_StoreExtensionProvider != null;
}
public void Buy5Gems()
{
BuyProductID(gem_5);
}
public void Buy30Gems()
{
BuyProductID(gem_30);
}
public void Buy70Gems()
{
BuyProductID(gem_70);
}
public void Buy150Gems()
{
BuyProductID(gem_150);
}
public void Buy400Gems()
{
BuyProductID(gem_400);
}
public void BuyBundle()
{
BuyProductID(starterbundle);
}
public string GetPublicPriceFromStore(string id)
{
if (m_StoreController != null && m_StoreController.products != null)
{
return m_StoreController.products.WithID(id).metadata.localizedPriceString;
}
else
{
return "";
}
}
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, gem_5, StringComparison.Ordinal))
{
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
Drill.GameManager.AddGems(5);
}
// Or ... a non-consumable product has been purchased by this user.
else if (String.Equals(args.purchasedProduct.definition.id, gem_30, StringComparison.Ordinal))
{
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
Drill.GameManager.AddGems(30);
}
else if (String.Equals(args.purchasedProduct.definition.id, gem_70, StringComparison.Ordinal))
{
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
Drill.GameManager.AddGems(70);
}
else if (String.Equals(args.purchasedProduct.definition.id, gem_150, StringComparison.Ordinal))
{
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
Drill.GameManager.AddGems(150);
}
else if (String.Equals(args.purchasedProduct.definition.id, gem_400, StringComparison.Ordinal))
{
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
Drill.GameManager.AddGems(400);
}
else if (String.Equals(args.purchasedProduct.definition.id, starterbundle, StringComparison.Ordinal))
{
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
GameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent<GameManager>();
Drill.GameManager.AddGems(10);
if (GameManager.ghostUpgrades < 2) {
GameManager.ghostUpgrades = 2;
PlayerPrefs.SetInt("GhostUpgrades", 2);
}
if (GameManager.TNTUpgrades < 2) {
GameManager.TNTUpgrades = 2;
PlayerPrefs.SetInt("TNTUpgrades", 2);
}
if (GameManager.shieldUpgrades < 2) {
GameManager.shieldUpgrades = 2;
PlayerPrefs.SetInt("ShieldUpgrades", 2);
}
if (GameManager.jetUpgrades < 2) {
GameManager.jetUpgrades = 2;
PlayerPrefs.SetInt("JetPackUpgrades", 2);
}
if (GameManager.magnetUpgrades < 2)
{
GameManager.magnetUpgrades = 2;
PlayerPrefs.SetInt("MagnetUpgrades", 2);
}
Drill.GameManager.AddJetPowerup();
Drill.GameManager.AddMagnetPowerup();
Drill.GameManager.AddGhostPowerup();
Drill.GameManager.AddShieldPowerup();
Drill.GameManager.AddTntPowerup();
}
// Or ... a subscription product has been purchased by this user.
// 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 ttesla · Jun 29, 2020 at 01:07 AM
First you need to open a test account for yourself and make sure IAP works. I guess you already do that. One thing I noticed is, you do nothing if your initialization fails. In that case, you should re-initialize or lock the shop. I was rejected from the same reason, this solved my problem. I guess Apple guys test the games with no-internet at start then enable internet to stress test the game. Or the tester quickly opens shop before IAP is initialized. You should lock the shop if IAP is not initialized yet.
public void OnInitializeFailed(InitializationFailureReason error)
{
// Wait for 3 seconds, then try again
Invoke("ReInit", 3.0f);
}
void ReInit()
{
InitializePurchasing();
}