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Unity IAP non en cours d'initialisation

J'ai utilisé le "script d'acheteur" d'Unity (exemple d'IAP dans Unity) pour tester les IAP, mais ils ne s'initialisent pas sur le téléphone pendant les tests, même s'ils s'initialisent et passent dans l'éditeur. Je comprends que l'éditeur Unity passe toujours les IAPs, ce qui signifie que je n'ai pas fait de démarche quelque part du côté Apple. iTunes Connect indique que les IAP doivent être soumis avec la mise à jour de l'application. Par conséquent, je ne vois pas comment je pourrais créer individuellement l'IAP sur iTunes Connect à des fins de test. Est-ce que quelqu'un peut m'aider à comprendre où je vais à partir pour pouvoir initialiser et utiliser les IAP? Toute aide est extrêmement appréciée.

REMARQUE: ceci est une mise à jour d'une application qui ne contient pas d'IAP. De plus, j'ai vérifié que mon ID de produit correspond à celui de mon script.

Résumé: 

  1. Les IAP fonctionnent dans l'éditeur de l'unité, pas sur l'iPhone
  2. J'ai créé l'IAP sur iTunes Connect et son identifiant de produit est identique à celui de mon script. Il s'agit du "Script d'acheteur" fourni par Unity (Affiché ici: https://unity3d.com/ apprendre/tutoriels/sujets/analytique/intégrating-unit-iap-your-game )
  3. L'erreur est lors de l'initialisation de l'achat, il échoue.

Code de l'acheteur:

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;

// Placing the Purchaser class in the CompleteProject namespace allows it to interact with ScoreManager, one of the existing Survival Shooter scripts.
//namespace CompleteProject
//{

// Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
public class Purchaser : 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 kProductIDConsumable = "RyanCbuy100G";
private static string kProductIDConsumable2 =    "RyanCbuy200G";                                                         // General handle for the consumable product.
private static string kProductIDConsumable3 =    "RyanCbuy300G";    
private static string kProductIDConsumable4 =    "RyanCbuy400G";


private static string kProductNameAppleConsumable =    "RyanCbuy100G";             // Apple App Store identifier for the consumable product.
private static string kProductNameAppleConsumable2 =    "RyanCbuy200G";             // Apple App Store identifier for the consumable product.
private static string kProductNameAppleConsumable3 =    "RyanCbuy300G";     
private static string kProductNameAppleConsumable4 =    "RyanCbuy400G"; 




    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(kProductIDConsumable, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable,       AppleAppStore.Name },});// Continue adding the non-consumable product.
        builder.AddProduct(kProductIDConsumable2, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable2,       AppleAppStore.Name },});// Continue adding the non-consumable product.
        builder.AddProduct(kProductIDConsumable3, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable3,       AppleAppStore.Name },});// Continue adding the non-consumable product.
        builder.AddProduct(kProductIDConsumable4, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable4,       AppleAppStore.Name },});// Continue adding the non-consumable product.
        // 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;
    }


    public void BuyConsumable()
    {
        // Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
        BuyProductID(kProductIDConsumable);
    }

public void BuyConsumable2()
{
    // Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
    BuyProductID(kProductIDConsumable2);
}

public void BuyConsumable3()
{
    // Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
    BuyProductID(kProductIDConsumable3);
}
public void BuyConsumable4()
{
    // Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
    BuyProductID(kProductIDConsumable4);
}




    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.
        inpMoveH i = new inpMoveH();
        i.addGold (50);
        //UpdateGoldScript updater = new UpdateGoldScript ();
        //updater.updateGold ();
        }

        // Or ... a non-consumable product has been purchased by this user.
        else if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable2, StringComparison.Ordinal))
        {
            Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
        inpMoveH i = new inpMoveH();
        i.addGold (100);
    }// Or ... a subscription product has been purchased by this user.
    else if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable3, StringComparison.Ordinal))
    {
        Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
        inpMoveH i = new inpMoveH();
        i.addGold (250);
    }
    else if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable4, StringComparison.Ordinal))
    {
        Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
        inpMoveH i = new inpMoveH();
        i.addGold (1000);
    }
        // 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));}
}

ERREUR XCODE:

m_StoreController IS NULL.

 Purchaser:IsInitialized()
 Purchaser:InitializePurchasing()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

m_StoreControllerProvider IS NULL.

Purchaser:IsInitialized()
Purchaser:InitializePurchasing()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

ReturningFalse
Purchaser:IsInitialized()
Purchaser:InitializePurchasing()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

2016-06-12 11:56:32.106 RC1[254:9485] UnityIAP:Requesting 4 products
2016-06-12 11:56:32.118 RC1[254:9485] UnityIAP:Requesting product data...
2016-06-12 11:56:32.866 RC1[254:9485] UnityIAP:Received 0 products
2016-06-12 11:56:32.870 RC1[254:9485] UnityIAP:No App Receipt found
Unavailable product RCbuy100Gold -RCbuy100Gold
UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String,  String, String)
UnityEngine.Purchasing.Extension.UnityUtil:Update()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Unavailable product RCbuy250Gold -RCbuy250Gold
UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String, String, String)
UnityEngine.Purchasing.Extension.UnityUtil:Update()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Unavailable product RCbuy650Gold -RCbuy650Gold
UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String, String, String)
UnityEngine.Purchasing.Extension.UnityUtil:Update()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Unavailable product RCbuy1000Gold -RCbuy1000Gold
UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String, String, String)
UnityEngine.Purchasing.Extension.UnityUtil:Update()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

OnInitializeFailed InitializationFailureReason:NoProductsAvailable
Purchaser:OnInitializeFailed(InitializationFailureReason)
UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String, String, String)
UnityEngine.Purchasing.Extension.UnityUtil:Update()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/ UnityEngineDebugBindings.gen.cpp Line: 37)

2016-06-12 11:56:32.887 RC1[254:9485] UnityIAP:addTransactionObserver
m_StoreController IS NULL.

Purchaser:IsInitialized()
Purchaser:BuyProductID(String)
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/UnityEngineDebugBindings.gen.cpp Line: 37)

m_StoreControllerProvider IS NULL.

Purchaser:IsInitialized()
Purchaser:BuyProductID(String)
UnityEngine.Events.InvokableCallList:Invoke(Object[])
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
   UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEve ntData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/  UnityEngineDebugBindings.gen.cpp Line: 37)

ReturningFalse
Purchaser:IsInitialized()
Purchaser:BuyProductID(String)
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/ UnityEngineDebugBindings.gen.cpp Line: 37)

BuyProductID FAIL. Not initialized.
Purchaser:BuyProductID(String)
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()
6
Ryan Cocuzzo

Je pense que vous auriez déjà résolu le problème. Sinon, je vais partager quelques captures d'écran de la manière dont je l'ai fait sur la page des développeurs Apple:

1- Télécharger une application sur testflight (télécharger une application sur la console à l'aide de XCode ou du chargeur d'application) - Cette étape est déjà terminée.

2- Aller aux fonctionnalités  Features et ajoutez autant d’articles que vous le souhaitez. Je crois que vous avez des éléments ici avec le statut "soumettre pour révision". Comme vous pouvez le constater, je l’ai approuvé et travaille dans mon projet d’union.  approved

3- Les éléments du PAI doivent être actifs pour les tests après 24 heures (pour vos utilisateurs approuvés par testflight). Pour ajouter des utilisateurs, vous devez accéder à Apple Developer Console et modifier les rôles dans ce profil pour le profil de provisionnement.

4- Si vous avez fait tout cela (ce que je crois que vous avez fait); la seule chose qui reste est le côté XCode. Toutefois, je vais vous recommander d’ajouter votre script IAP à la scène en tant qu’objet vide pour vous assurer qu’il est initialisé et que vous lui laissez le temps nécessaire pour tout définir correctement.

5- XCODE: pour ajouter une fonctionnalité IAP, vous devez définir les autorisations appropriées dans votre profil d'approvisionnement et ajouter les fonctionnalités  XCODE .

6 - Aide supplémentaire pour le provisioning d'équipe: fournit une aide utile. Documentation Apple IAP -> Xcode mettra à jour votre certificat si vous vérifiez la fonction IAP. 

Quoi qu’il en soit, j’ai eu le même problème que vous, mon IAP Google fonctionnait mais ma version iOS échouait dans le processus d’achat. Mon dernier conseil est d’examiner tous les codes/paramètres/certificats et d’attendre 24h pour être sûr que Apple a appliqué les modifications à votre application.

Faites-nous savoir s'il vous plaît.

Merci.

6
Cabrra

Je recevais "0 produits reçus" jusqu'à ce que je remplisse les informations de contact, les informations bancaires et les informations fiscales. J'étais tellement en colère que je ne pouvais pas le faire fonctionner pendant plus de 2 mois.

4
MaxTyT

Donc, dans votre code, il y a un appel à Start() qui appelle InitializePurchasing() qui configure ensuite la ConfigurationBuilder et finalement appelle:

UnityPurchasing.Initialize(this, builder);

Je pense que vous configurez le constructeur avec des choses dont vous n’avez pas besoin, en particulier les ID GooglePlay product. Par exemple. à partir de votre méthode InitializePurchasing():

// 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 },});// Continue adding the non-consumable product.
builder.AddProduct(kProductIDConsumable2, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable2, AppleAppStore.Name },{ kProductNameGooglePlayConsumable,  GooglePlay.Name },});// Continue adding the non-consumable product.
builder.AddProduct(kProductIDConsumable3, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable3, AppleAppStore.Name },{ kProductNameGooglePlayConsumable,  GooglePlay.Name },});// Continue adding the non-consumable product.
builder.AddProduct(kProductIDConsumable4, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable4, AppleAppStore.Name },{ kProductNameGooglePlayConsumable,  GooglePlay.Name },});// Continue adding the non-consumable product.
UnityPurchasing.Initialize(this, builder);

Je voudrais commencer en appelant AddProduct avec uniquement les détails d'un magasin unique (iOS App Store). * (Je supprimerais également tout le code dont vous n’avez pas besoin, les produits consommables supplémentaires, car il ne fait qu’encrasser votre code avec des éléments inutiles, ce qui rend plus difficile la tâche de déterminer ce qui se passe) _.

Par exemple, à partir de l'une des pages 3D d'Unity :

using UnityEngine;
using UnityEngine.Purchasing;

public class MyStoreClass : MonoBehaviour, IStoreListener {
    void Start() {
        ConfigurationBuilder builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
        builder.AddProduct("levelpackfoo", ProductType.NonConsumable, new IDs() { "levelpackfoo", AppleAppStore.Name });
        UnityPurchasing.Initialize(this,builder);
    }
    public void OnInitialized(IStoreController controller, IExtensionProvider extensions) {}
    public void OnInitializeFailed(InitializationFailureReason error) {}
    public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs e) { return PurchaseProcessingResult.Complete; }
    public void OnPurchaseFailed(Product item, PurchaseFailureReason r) {}
}

Dans cet exemple de code, la variable ConfigurationBuilder est créée, ajoutée et initialisée dans la méthode Start() ...

Même avant de faire cela , cependant, vous devriez être capable de connaître le résultat de votre appel à: UnityPurchasing.Initialize(this, builder);...

Je le ferais parce que l'échec que vous obtenez est le suivant:

"BuyProductID FAIL. Not initialized."

Nous savons donc que l'appel à if (IsInitialized()) dans void BuyProductID(string productId) renvoie false, ce qui conduit à:

else
{
    // ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or retrying initiailization.
    Debug.Log("BuyProductID FAIL. Not initialized.");
}

Et voici la méthode IsInitialized():

private bool IsInitialized()
{
    // Only say we are initialized if both the Purchasing references are set.
    return m_StoreController != null && m_StoreExtensionProvider != null;
}

Donc, l'un des m_StoreController ou m_StoreExtensionProvider est nul ... Voyons maintenant les deux rappels IStoreListener:

//  
// --- 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);
}

Vérifiez vos journaux de débogage (ou mettez un point d'arrêt dans chacune de ces méthodes) ... après l'appel précédent à UnityPurchasing.Initialize(this, builder); - que recevez-vous?

  • OnInitialized?
  • OnInitializeFailed?

Vous devez savoir si vous rencontrez un succès de OnInitialized et initialisez donc m_StoreController et m_StoreController.

Mise à jour 1

Vous n'êtes pas sûr d'avoir consulté ces pages de la documentation Unity; le premier décrit en détail la configuration du PAI pour iTunesConnect et votre projet Xcode et le second fournit des informations supplémentaires:

3
Gavin Hope

Je suppose que vous avez créé un produit IAP sur Itune connect et que l'id du produit est mis en correspondance entre code et itune connect et que l'id du bundle est correct:

Peut-être que vous n'avez pas sélectionné le paramètre Team in project. Vous devrez également créer un compte de testeur de sandbox et vous déconnecter du compte réel du magasin d'applications sur le périphérique de test afin de tester complètement le PAI.

2
Son Le

Comme il s’agissait de ma première IOS dans la configuration de l’achat de l’application, l’article qui me bloquait remplissait les informations fiscales et bancaires. Une fois que cela a été fait, j'ai pu tester avec un compte sandbox.

0
Chongozz

J'ai le même problème. Après cela, j'essaie de l'appliquer sur "iTunes connect" sur le contrat pour paid applications (informations de contact, informations fiscales, informations bancaires) Essayez ce lien direct https://itunesconnect.Apple .com/WebObjects/iTunesConnect.woa/da/jumpTo? page = contracts

0
ittus