Hello, I am using unity 2019.2.14 and 2019.2.11 in Mac Mojave.
I am using only android build.
I suddenly started to have this problem with editor crashing (always even in empty projects) during calling this code:
Void Start () {
StandardPurchasingModule module = StandardPurchasingModule.Instance(); //<<< this is line 45
ConfigurationBuilder builder = ConfigurationBuilder.Instance(module);
builder.AddProduct(“my_product_id”, ProductType.Consumable);
UnityPurchasing.Initialize(this, builder);
}
Here is the Editor.Log reports this after crash:
Loaded scene ‘Temp/__Backupscenes/0.backup’
Deserialize: 21.317 ms
Integration: 71.101 ms
Integration of assets: 0.051 ms
Thread Wait Time: 20.086 ms
Total Operation Time: 112.554 ms
UnityIAP Version: 1.23.1
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ])
UnityEngine.Logger:Log(Object)
UnityEngine.Purchasing.StandardPurchasingModule:Instance(AppStore)
UnityEngine.Purchasing.StandardPurchasingModule:Instance()
MyStoreClass:Start() (at Assets/Scripts/MyStoreClass.cs:45)
(Filename: Assets/Scripts/MyStoreClass.cs Line: 45)
error:00000000:lib(0):func(0):reason(0)Curl error 35: Handshake did not perform verification. UnityTls error code: 7
(Filename: ./Modules/UnityWebRequest/Implementations/TransportCurl.cpp Line: 734)
Function SoundChannelInstance *SoundChannel::operator->() const may only be called from main thread!
(Filename: ./Modules/Audio/Public/sound/SoundManager.cpp Line: 35)
- Assertion at threads.c:1788, condition `internal’ not met
Obtained 36 stack frames.
…
when I disable UnityPurchasing.Initialize(this, builder); it does not crash.
I tired IAP init as UnityPurchasing.Initialize() also in empty projects and it always crashes Unity editor.
Please help me to solve my problem.
Thanks…