DeObfuscate not implemented

Hi I have gotten Unity IAP to work in earlier versions in 2017 or so - however, it just doesn’t seem to work on device these days.

"In-App Purchasing initialize failed: NoProductsAvailable"

  • Does the test app need to be submitted and approved by Apple for Testflight?
  • Do the IAP products need to be Ready to Submit or actually Submitted / Approved?

Yes, TestFlight on Apple and Closed (or Internal) Testing on Google. And Ready to Submit. https://docs.unity3d.com/Manual/UnityIAPGoogleConfiguration.html and https://docs.unity3d.com/Manual/UnityIAPAppleConfiguration.html

Yes, I’ve reviewed that profusely. The screenshots are out of date by several years, though!

Your documentation does not indicate that Apple needs to approve it for Testflight. Do I just upload it to Testflight for internal testing (done already), or does Apple have to review/accept it (waiting) for public Testflight?

This documentation may be more accurate Configuring for Google Play Store | In App Purchasing | 3.2.3 I always test via public TestFlight. Also, since you can reproduce, you’ll want to test via XCode and capture the device logs, Debug.Log statements will show there How To - Capturing Device Logs on iOS

Working on getting subscriptions to work on Apple first…

Approved for public testflight. Still does not work.
IAP products “Ready to Submit” for at least 24 hours (though not submitted)

Debug log from Xcode installed

  • 2021-11-16 13:03:17.956060-0800 SampleIAPProject[2981:189422] UnityIAP: Requesting product data…
  • 2021-11-16 13:03:18.437837-0800 SampleIAPProject[2981:189659] UnityIAP: Received 0 products
  • 2021-11-16 13:03:18.443904-0800 SampleIAPProject[2981:189659] UnityIAP: No App Receipt found
  • 2021-11-16 13:03:18.477367-0800 SampleIAPProject[2981:189422] UnityIAP: No App Receipt found

@ina Do you have a product defined com.nusoy.iapsubscription.submonth on your Apple dashboard? If you do, have you filled out the Billing and Tax information? It is required. Are you testing as a TestFlight user? And no other meta or other warnings on your Apple dashboard? Just found this, looks pretty accurate and mentions the tax information. In-App Purchase Tutorial: Getting Started | Kodeco

Yes, all information has been filled out. Including tax information. Unity IAP from 2017 has been working and collecting consumables.

The product has been setup at Ready to Submit. https://gyazo.com/4dae02151860a5daf49ed01bc60589b4

Tried both as Testflight user and Xcode install.

Ah I just realized that in the BuyingSubscription example, it’s not the fully qualified dn but just the product name. So, changing product from com…submonth to just submonth - it seems to work, and this is just from a Xcode install (not Testflight). This was especially confusing because your example had public string subscriptionProductId = "com.mycompany.mygame.my_vip_pass_subscription"; which should be just public string subscriptionProductId = "my_vip_pass_subscription";

Next step: how does one handle the situation when a user upgrades to subyear (yearly subscription) from submonth (monthly) - how does one cancel the monthly subscription so the user does not get double billed?

The name can be anything, that was just an example. If you define it as “com.mycompany.mygame.my_vip_pass_subscription” in your game, you need to define it the same way on your developer dashboard. Please open a separate thread for new questions.

Regarding the deobfuscate, it seems subscriptions are working (on App Store Sandbox) but I have only entered the Google Play key in for obfuscation… Does the Apple key need to be entered anywhere (?)

No, on Apple it’s not needed.