Basically I had my app up and running a few weeks ago all IAPS were working and today I noticed after an update (IAPS were not AT ALL changed in my update just a few tweaks to game mechanics) that the IAPS had completely stopped working but were giving normal responses in the standalone below I have included a copy of my IAPManager script and the error codes from my Android SDK Monitor.
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;
public class IAPManager : MonoBehaviour, IStoreListener
{
private static IStoreController m_StoreController; // The Unity Purchasing system.
private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.
public static string PRODUCT_1000_GEMS = "1000gems";
public static string PRODUCT_2500_GEMS = "2500gems";
public static string PRODUCT_NO_ADS = "noads";
private int gems;
private 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());
builder.AddProduct(PRODUCT_1000_GEMS, ProductType.Consumable);
builder.AddProduct(PRODUCT_2500_GEMS, ProductType.Consumable);
builder.AddProduct(PRODUCT_NO_ADS, ProductType.NonConsumable);
// 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 Buy1000Gems()
{
BuyProductID(PRODUCT_1000_GEMS);
}
public void Buy2500Gems()
{
BuyProductID(PRODUCT_2500_GEMS);
}
public void BuyNoAds()
{
BuyProductID(PRODUCT_NO_ADS);
}
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.");
}
}
//
// --- 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, PRODUCT_1000_GEMS, StringComparison.Ordinal))
{
Debug.Log("You just bought 1000 gems");
gems = PlayerPrefs.GetInt("PlayerMoney");
PlayerPrefs.SetInt("PlayerMoney", gems + 1000);
}
else if (String.Equals(args.purchasedProduct.definition.id, PRODUCT_2500_GEMS, StringComparison.Ordinal))
{
Debug.Log("You just bought 2500 gems");
gems = PlayerPrefs.GetInt("PlayerMoney");
PlayerPrefs.SetInt("PlayerMoney", gems + 2500);
}
else if (String.Equals(args.purchasedProduct.definition.id, PRODUCT_NO_ADS, StringComparison.Ordinal))
{
Debug.Log("You just removed all the ads");
PlayerPrefs.SetInt("Ads", 1);
}
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));
}
}