Game behaves differently between editor (Windows) and hardware (Android)

You can also write the Debug.Log output to the UI into a (temporary for now) text field. That is what I do on the Sample IAP Project , very handy for debugging (no cable required!). This may help too https://discussions.unity.com/t/748729/14

private void MyDebug(string debug)
    {
        Debug.Log(debug);
        myText.text += "\r\n" + debug;
    }