App crashing after using android market

Game I’m developing uses android in-app-purchase(It’s implemented as plugin). The problem is when we click buy on game, go to android market to buy item, buy item, app can’t return to game activity and crashes!

What can cause the crash? Is it error on android manifest(declaring activities) or something more special?

Here’s my android manifest file:

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="ru.studiomobile" android:versionCode="1" android:versionName="1.0">
	<!-- Required permission to use in-app billing. -->
	<uses-permission android:name="com.android.vending.BILLING" />
	<uses-permission android:name="com.android.vending.CHECK_LICENSE" />
	<application android:label="@string/app_name" android:icon="@drawable/icon">
		<activity android:name="com.unity3d.player.UnityPlayerActivity" android:label="@string/app_name" android:screenOrientation="landscape">
			<intent-filter>
				<action android:name="android.intent.action.MAIN" />
				<category android:name="android.intent.category.LAUNCHER" />
			</intent-filter>
		</activity>
		<activity android:name="com.unity3d.player.VideoPlayer" android:label="@string/app_name" android:screenOrientation="landscape">
			<intent-filter>
				<action android:name="android.intent.action.MAIN" />
			</intent-filter>
		</activity>
		<service android:name="com.inapppurchase.BillingService" />
		<receiver android:name="com.inapppurchase.BillingReceiver">
			<intent-filter>
				<action android:name="com.android.vending.billing.IN_APP_NOTIFY" />
				<action android:name="com.android.vending.billing.RESPONSE_CODE" />
				<action android:name="com.android.vending.billing.PURCHASE_STATE_CHANGED" />
			</intent-filter>
		</receiver>
	</application>
</manifest>

Here’s adb logcat on crash:

D/PhoneWindow( 3411): couldn't save which view has focus because the focused view com.unity3d.player.UnityPlayer$13@4059a8d8 has no id.
D/Finsky  (  501): [1] SelfUpdateScheduler.checkForSelfUpdate: Skipping self-update. Local Version [8009011] >= Server Version [0]
D/dalvikvm(   96): GC_EXTERNAL_ALLOC freed 620K, 55% free 5301K/11719K, external 2801K/2826K, paused 69ms
I/ActivityManager(   96): Displayed com.android.vending/com.google.android.finsky.activities.IabActivity: +278ms
D/Finsky  (  501): [1] PageFragment.rebindViews: Page [class=PurchaseFragment] loaded in [155 ms]
W/Finsky  (  501): [1] CarrierParamsAction.run: Saving carrier billing params failed.
D/Finsky  (  501): [1] CarrierProvisioningAction.shouldFetchProvisioning: Required CarrierBillingParams missing. Shouldn't fetch provisioning.
D/Finsky  (  501): [1] CarrierProvisioningAction.run: No need to fetch provisioning from carrier.
D/Finsky  (  501): [1] GetBillingCountriesAction.run: Skip getting fresh list of billing countries.
D/dalvikvm(  222): GC_CONCURRENT freed 804K, 50% free 3602K/7111K, external 1625K/2137K, paused 2ms+10ms
D/Finsky  (  501): [1] CarrierProvisioningAction.shouldFetchProvisioning: Required CarrierBillingParams missing. Shouldn't fetch provisioning.
D/Finsky  (  501): [1] CarrierProvisioningAction.run: No need to fetch provisioning from carrier.
E/Volley  (  501): [11] BasicNetwork.performRequest: Unexpected response code 500 for https://android.clients.google.com/fdfe/purchase
W/Finsky  (  501): [1] CheckoutPurchase.onErrorResponse: DisplayErrorMessage[The item you were attempting to purchase could not be found.]
E/Finsky  (  501): [1] CheckoutPurchase.setError: type=UNKNOWN, code=-1, message=The item you were attempting to purchase could not be found.
D/AudioHardwareQSD(   68): AudioHardware pcm playback is going to standby.
W/InputManagerService(   96): Window already focused, ignoring focus gain of: com.android.internal.view.IInputMethodClient$Stub$Proxy@40782ac0
E/libEGL  ( 3411): call to OpenGL ES API with no current context (logged once per thread)
D/Unity   ( 3411): Creating OpenGL ES 1.x context (RGB16 565 16/0)
W/AudioFlinger(   68): write blocked for 167 msecs, 27 delayed writes, thread 0xea50
V/Finsky  (  501): [1] 1.onResponse: Logged 1 analytics events successfully.
W/ActivityManager(   96): Launch timeout has expired, giving up wake lock!
D/Finsky  (  501): [1] MarketBillingService.sendResponseCode: Sending response RESULT_ERROR for request 3752633014856771398 to ru.studiomobile.SillND.
W/ActivityManager(   96): Activity idle timeout for HistoryRecord{40b2f088 ru.studiomobile.SillND/com.unity3d.player.UnityPlayerActivity}
D/Finsky  (  501): [1] PendingNotificationsService.setMarketAlarm: Setting alarm for account=yan.lobkarev@studiomobile.ru, duration=120000
W/ActivityManager(   96): Timeout of broadcast BroadcastRecord{407aa1a0 com.android.vending.billing.RESPONSE_CODE} - receiver=android.os.BinderProxy@408f2ff0, started 20000ms ago
W/ActivityManager(   96): Receiver during timeout: ResolveInfo{4064c5a8 com.inapppurchase.BillingReceiver p=0 o=0 m=0x0}
I/Process (   96): Sending signal. PID: 3411 SIG: 3
I/dalvikvm( 3411): threadid=4: reacting to signal 3
I/dalvikvm( 3411): Wrote stack traces to '/data/anr/traces.txt'
I/Process (   96): Sending signal. PID: 96 SIG: 3
I/dalvikvm(   96): threadid=4: reacting to signal 3
I/dalvikvm(   96): Wrote stack traces to '/data/anr/traces.txt'
I/Process (   96): Sending signal. PID: 174 SIG: 3
I/dalvikvm(  174): threadid=4: reacting to signal 3
I/dalvikvm(  174): Wrote stack traces to '/data/anr/traces.txt'
I/Process (   96): Sending signal. PID: 152 SIG: 3
I/dalvikvm(  152): threadid=4: reacting to signal 3
I/dalvikvm(  152): Wrote stack traces to '/data/anr/traces.txt'
D/dalvikvm(   96): GC_EXPLICIT freed 612K, 54% free 5480K/11719K, external 2263K/2737K, paused 118ms
E/ActivityManager(   96): ANR in ru.studiomobile.SillND
E/ActivityManager(   96): Reason: Broadcast of Intent { act=com.android.vending.billing.RESPONSE_CODE cmp=ru.studiomobile.SillND/com.inapppurchase.BillingReceiver (has extras) }
E/ActivityManager(   96): Load: 3.61 / 3.41 / 2.86
E/ActivityManager(   96): CPU usage from 15026ms to 2893ms ago:
E/ActivityManager(   96):   90% 3411/ru.studiomobile.SillND: 38% user + 52% kernel / faults: 14 minor
E/ActivityManager(   96):   6.7% 73/akmd: 0% user + 6.7% kernel
E/ActivityManager(   96):   0.9% 68/mediaserver: 0.4% user + 0.4% kernel
E/ActivityManager(   96):   0.9% 96/system_server: 0.4% user + 0.4% kernel / faults: 8 minor
E/ActivityManager(   96):   0.6% 208/dhd_dpc: 0% user + 0.6% kernel
E/ActivityManager(   96):   0.2% 5/events/0: 0% user + 0.2% kernel
E/ActivityManager(   96):   0% 51/kondemand/0: 0% user + 0% kernel
E/ActivityManager(   96):   0% 152/com.android.systemui: 0% user + 0% kernel / faults: 4 minor
E/ActivityManager(   96): 100% TOTAL: 43% user + 56% kernel
E/ActivityManager(   96): CPU usage from 398ms to 923ms later with 99% awake:
E/ActivityManager(   96):   88% 3411/ru.studiomobile.SillND: 32% user + 55% kernel / faults: 1 minor
E/ActivityManager(   96):     86% 3446/Thread-9: 32% user + 53% kernel
E/ActivityManager(   96):   5.7% 73/akmd: 0% user + 5.7% kernel
E/ActivityManager(   96):     7.6% 2944/akmd: 0% user + 7.6% kernel
E/ActivityManager(   96):   3.8% 96/system_server: 0% user + 3.8% kernel
E/ActivityManager(   96):     1.9% 115/ActivityManager: 0% user + 1.9% kernel
E/ActivityManager(   96):   1.2% 68/mediaserver: 1.2% user + 0% kernel
E/ActivityManager(   96):     1.2% 94/Playback Thread: 0% user + 1.2% kernel
E/ActivityManager(   96): 100% TOTAL: 36% user + 63% kernel

This is more of an Android question rather than a Unity3D question.

However, make a new Intent and just start that activity, then when that activity closes, it’ll return to the previous activity (I believe).

Check over at Stackoverflow.com for some more help, or Google.