iOS IAP not working

I am trying to use Unity IAP for iOS and it isn’t working.

  1. I can’t get the price.
  2. When the buttons are clicked it appears to be recognizing the code

All of this works fine on Google Play

Here is the code:

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Purchasing;

public class IAPManager : MonoBehaviour, IStoreListener
{
public AdManager am;
public ShopScrollList ssl;

private static IStoreController m_StoreController;          // The Unity Purchasing system.
private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.

public static string PRODUCT_REMOVE_ADS = "removeads";
public Text removeAdsPriceText;


public static string PRODUCT_UNLOCK_ALL = "unlockall";
public Text unlockAllText;

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;
    }
    var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());

    builder.AddProduct(PRODUCT_REMOVE_ADS, ProductType.NonConsumable);
    builder.AddProduct(PRODUCT_UNLOCK_ALL, ProductType.NonConsumable); // Ads

    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 BuyRemoveAds()
{
    BuyProductID(PRODUCT_REMOVE_ADS);
}
public void BuyUnlockAll()
{
    Debug.Log("Test");
    BuyProductID(PRODUCT_UNLOCK_ALL);
}
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.");
    }
}

// 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");

    // Overall Purchasing system, configured with products for this application.
    m_StoreController = controller;
    // Store specific subsystem, for accessing device-specific store features.
    m_StoreExtensionProvider = extensions;

    removeAdsPriceText.text = m_StoreController.products.WithID("removeads").metadata.localizedPriceString;
    unlockAllText.text = m_StoreController.products.WithID("unlockall").metadata.localizedPriceString;

}

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)
{
    if (String.Equals(args.purchasedProduct.definition.id, PRODUCT_REMOVE_ADS, StringComparison.Ordinal))
    {
        Debug.Log("You just removed ads!!");
        am.TurnOffAds();
    }
    else if (String.Equals(args.purchasedProduct.definition.id, PRODUCT_UNLOCK_ALL, StringComparison.Ordinal))
    {
        Debug.Log("You unlocked EVERYTHING!");
        ssl.UnlockAll();
    }
    else
    {
        Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id));
    }

    // 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));
}

}

Additionally here is an image for the IAP I set up in iTunes Connect

Hi,

In order to have IAP working properly on iOS, you must first have an approved billing contract with Apple. In iTunes Connect, go to your Agreements, Tax, and Banking section. You will see a contract to request.

Request the contract and fill in all info. After it finishes processing, you should be able to get IAP working properly for your Unity game.

Good luck!