same here. it says unavailable product…i am running it under android.
to be precise the logs are:
E: Unavailable product test -com.unity3d.test.services.purchasing.consumable
D: OnInitializeFailed InitializationFailureREason:NoProductsAvailable
the documentation is clearly incomplete. its frustrating.
I changed the following things, perhaps was it obvious, but it is not written anywhere!
In itunes Store, add the IAP product(s) (consumable, non-consumable,…) in the main application form.
It indicates, when you publish your app, which IAP products must be validated by Apple.
In Unity Build settings:
Put the same app bundle that in iTunes.
Run in Xcode as release ( not debug )
I do not know if all these points are necessary, but it works perfectly with the test user in sandbox
I must try soon with Android. I hope not to have the same problem as you!
builder.addproduct(id,type,storeid) …this method
what’s your id and store id fill in??
I always report no recipe found.It’s so sad.
Need your help.
Thank you very much!!
@fyy for builder.AddProduct one could do any of the following, depending on whether you have the (A) exact same ID, or (B, C) different ID in your Store IAP Product ID(s) and app:
(A) builder.AddProduct(“500_gold”, ProductType.Consumable); // Using the same “500_gold” ID on both Store and app
(B) builder.AddProduct(“500_gold”, ProductType.Consumable, “500_gold_applestore”); // Using the different ID “500_gold_custom_id_for_the_store” just for one Store (could use any ID, but using “500_gold” everywhere inside the app
So I’ve followed the checklist and I used the Survival game tutorial. I’m still getting this error message saying NoProductsAvailable. Please help me resolve this issue.
@Chibwemwn How about this guide (for Apple)? There are many steps to this process - do you have any additional information, or suspicions of where the problem may be at, which we could use as a diagnostic starting point?
Thanks so much for the reply! I was starting to wornder if this thread was even alive! So my only suspicions are if the tutorial is outdated. I did everything according to the tutorial. not sure what I missed.
That error indicates a configuration problem rather than a problem with your code; likely with your itunes connect setup or itunes test user account. All you can do is double check you have set everything up correctly. There’s another checklist here.
I was using IAP with OpenIAB and everything was working!
Now I replaced it with Unity IAP and I’m getting “the item you requested is not available for purchase” when testing on Android.
My IAP ID is ftdotd_unlockalllevels on iOS store and Google Play Store.
Note that you don’t need to specify store specific identifiers where they are the same as your cross platform identifier; you can just do AddProduct(“ftdotd_unlockalllevels”, ProductType.NonConsumable);