[Closed] Purchase failed because Purchasing was not initialized correctly

Got it working on the editor but not on Android. Does this log provide enough information to find out the problem? Thanks a lot!!

AndroidPlayer(ADB@127.0.0.1:34999) Purchase failed because Purchasing was not initialized correctly
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
UnityEngine.Purchasing.IAPButtonStoreManager:InitiatePurchase(String) (at H:\Unity\ELGOOG\Assets\Plugins\UnityPurchasing\script\IAPButton.cs:247)
UnityEngine.Purchasing.IAPButton:PurchaseProduct() (at H:\Unity\ELGOOG\Assets\Plugins\UnityPurchasing\script\IAPButton.cs:93)
UnityEngine.Events.InvokableCall:Invoke() (at /Users/builduser/buildslave/unity/build/Runtime/Export/UnityEvent.cs:165)
UnityEngine.Events.UnityEvent:Invoke() (at /Users/builduser/buildslave/unity/build/Runtime/Export/UnityEvent_0.cs:58)
UnityEngine.UI.Button:Press() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\UI\Core\Button.cs:36)
UnityEngine.UI.Button:OnPointerClick(PointerEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\UI\Core\Button.cs:45)
UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:50)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:261)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:318)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:228)
UnityEngine.EventSystems.StandaloneInputModule:Process() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:211)
UnityEngine.EventSystems.EventSystem:Update() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\EventSystem.cs:294)

Please provide steps to reproduce on a new project. Are you using Codeless IAP? Additional background, version information and context would help troubleshoot.

Thanks for your reply Jeff. Magic happened over night… I woke up this morning, found that Unity crashed on my Windows 10. I re-open the project, some IAP settings on the IAP buttons were gone like no product assigned… then I re-picked the product for each button… compiled and all the sudden it worked on my Android device…

One question I have, when the app is launched on the Android devices, does it try to retrieve the iap information from Google Play or the information is embedded in the app itself? If it is from Google Play, then the problem could be related to Google Play console but it is from the app itself, then I don’t know.