[Closed] IAP works on android but not on ios, Not initalized

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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 IAPManager : MonoBehaviour, IStoreListener{

                public static IAPManager Instance{set;get;}

        private static IStoreController m_StoreController;          // The Unity Purchasing system.
        private static IExtensionProvider m_StoreExtensionProvider; // The 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.)

        // General product identifiers for the consumable, non-consumable, and subscription products.
        // Use these handles in the code to reference which product to purchase. Also use these values
        // when defining the Product Identifiers on the store. Except, for illustration purposes, the
        // kProductIDSubscription - it has custom Apple and Google identifiers. We declare their store-
        // specific mapping to Unity Purchasing's AddProduct, below.
        public static string Apple_50_Gold =    "50coins";
        public static string Apple_100_Gold = "100coins";
        public static string Apple_500_Gold =  "500Coins";
                public static string Apple_1000_Gold =  "1000Coins";
                public static string Android_50_Gold =  "coins50";
                public static string Android_100_Gold =  "coins100";
                public static string Android_500_Gold =  "coins500";
                public static string Android_1000_Gold =  "coins1000";

                public DataGame dataGame;
                public Animator animaUI;
                public Text coinPlay;

                private void Awake(){
                    Instance = this;
          InitializePurchasing();
                }
        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());

            // Add a product to sell / restore by way of its identifier, associating the general identifier
            // with its store-specific identifiers.
                        builder.AddProduct(Apple_50_Gold, ProductType.Consumable);
                        builder.AddProduct(Apple_100_Gold, ProductType.Consumable);
                        builder.AddProduct(Apple_500_Gold, ProductType.Consumable);
                        builder.AddProduct(Apple_1000_Gold, ProductType.Consumable);
                        builder.AddProduct(Android_50_Gold, ProductType.Consumable);
                        builder.AddProduct(Android_100_Gold, ProductType.Consumable);
                        builder.AddProduct(Android_500_Gold, ProductType.Consumable);
                        builder.AddProduct(Android_1000_Gold, ProductType.Consumable);
            // Continue adding the non-consumable product.
            // And finish adding the subscription product. Notice this uses store-specific IDs, illustrating
            // if the Product ID was configured differently between Apple and Google stores. Also note that
            // one uses the general kProductIDSubscription handle inside the game - the store-specific IDs
            // must only be referenced here.

            // 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 Buy50CoinsIos(){
            BuyProductID(Apple_50_Gold);
        }

                public void Buy100CoinsIos(){
            BuyProductID(Apple_100_Gold);
        }

                public void Buy500CoinsIos(){
            BuyProductID(Apple_500_Gold);
        }

                public void Buy1000CoinsIos(){
            BuyProductID(Apple_1000_Gold);
        }

                public void Buy50CoinsAndroid(){
            BuyProductID(Android_50_Gold);
        }

                public void Buy100CoinsAndroid(){
            BuyProductID(Android_100_Gold);
        }

                public void Buy500CoinsAndroid(){
            BuyProductID(Android_500_Gold);
        }

                public void Buy1000CoinsAndroid(){
            BuyProductID(Android_1000_Gold);
        }



        private 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.");
                animaUI.SetTrigger ("fail");
                InitializePurchasing();
            }
        }


        // 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");
                        animaUI.SetTrigger("online");

            // 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, Apple_50_Gold, StringComparison.Ordinal)){

                            Debug.Log("50Coins+ on ios");
                            dataGame.coin += 50;
                            animaUI.SetTrigger ("50coins");
                            coinPlay.text = dataGame.coin.ToString ();

            }else    if (String.Equals(args.purchasedProduct.definition.id, Apple_100_Gold, StringComparison.Ordinal)){

                            Debug.Log("100Coins+ on ios");
                            dataGame.coin += 100;
                            animaUI.SetTrigger ("100coins");
                            coinPlay.text = dataGame.coin.ToString ();

            }else if (String.Equals(args.purchasedProduct.definition.id, Apple_500_Gold, StringComparison.Ordinal)){

                            Debug.Log("500Coins+ on ios");
                            dataGame.coin += 500;
                            animaUI.SetTrigger ("500coins");
                            coinPlay.text = dataGame.coin.ToString ();

            }else if (String.Equals(args.purchasedProduct.definition.id, Apple_1000_Gold, StringComparison.Ordinal)){

                            Debug.Log("1000Coins+ on ios");
                            dataGame.coin += 1000;
                            animaUI.SetTrigger ("1000coins");
                            coinPlay.text = dataGame.coin.ToString ();

            }else if (String.Equals(args.purchasedProduct.definition.id, Android_50_Gold, StringComparison.Ordinal)){

                            Debug.Log("50Coins+ on android");
                            dataGame.coin += 50;
                            animaUI.SetTrigger ("50coins");
                            coinPlay.text = dataGame.coin.ToString ();

            }else if (String.Equals(args.purchasedProduct.definition.id, Android_100_Gold, StringComparison.Ordinal)){

                            Debug.Log("100Coins+ on android");
                            dataGame.coin += 100;
                            animaUI.SetTrigger ("100coins");
                            coinPlay.text = dataGame.coin.ToString ();

            }else if (String.Equals(args.purchasedProduct.definition.id, Android_500_Gold, StringComparison.Ordinal)){

                            Debug.Log("500Coins+ android");
                            dataGame.coin += 500;
                            animaUI.SetTrigger ("500coins");
                            coinPlay.text = dataGame.coin.ToString ();

            }else if (String.Equals(args.purchasedProduct.definition.id, Android_1000_Gold, StringComparison.Ordinal)){

                            Debug.Log("1000Coins+ on android");
                            dataGame.coin += 1000;
                            animaUI.SetTrigger ("1000coins");
                            coinPlay.text = dataGame.coin.ToString ();

            }else{

                Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id));
                                animaUI.SetTrigger ("fail");
            }

            // 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));
        }
    }
}

I have a code, it isn’t inializing on ios but it works perfectly on android and on the editor please help me I’m having this trouble a week now and I can’t find anything, yes I have my tax and bank info on ItunesConnect

@Positivity

Would you be able to confirm that you have followed all the steps outlined here:

http://stackoverflow.com/a/37814565

Hey There ap-unity,

sorry for inconvenience .We have just uploaded unity from 5.1.1f to 5.2.1f and reimported the plugins. Thank you!