Understood. Please know we have only seen a handful of developers using IAP on UWP, and thousands on iOS/Android. It’s an issue with priority vs resources.
That’s one way of looking at it, maybe another is they’re avoiding it because of all the kinks.
I have seen literally dozens of messages on the forum from devs stating they’re dumping Unity IAP in favour of asset XYZ (on the Asset Store) whose Windows implementation is robust. Maybe I should have done this myself months back.
Windows is still a market of 1bn+ devices whichever way you look at it.
Build it (well) and they will come etc
Why not get in-touch with one of the developers of a popular IAP solution on the store and see if they’d be willing to sell their experience\knowledge\code. I suspect you’d make a lot of headway in a small amount of time.
John… reversed and working as before, so will leave as is, if you think that’s a better order. Thanks!
Hi Everyone,
Ok, think I’ve found the issue and a way forward of sorts.
My game installs by default in demo mode and is fully unlocked via add-ons.
The plan (for beta) was to have a private audience for the game with the add-ons purchased via a promo code (to stop testers from sharing links or codes)
Long story short, it appears that Unity does not only support private audiences, but also the use of promo codes for add-ons (when using Stop Acquisition). I suspect Unity IAP’s MS Store implementation is using an old API that has limited functionality.
My original setup (which caused a generic exception on UnityIAP.Init) was…
App: Private \ Available but Not Discoverable \ Direct Link Only
Add-Ons: Private \ Hidden \ Stop Acquisition (Use Promo Code)
The new setup (which initialises and purchases the add-ons) is…
App: Public \ Available but Not Discoverable \ Stop Acquisition (Use Promo Code)
Add-Ons: Public \ Hidden \ Available for Purchase
I guess this is the next best option to a private audience. Whilst beta testers can share the direct link, you will still need a one time code to purchase the game.
All add-ons are available by default (for free) to testers day one (where-as I had hoped to phase those in over the course of the beta). I guess I could put a high price on them to discourage purchase (until the right time) but I’ll just leave as is for now.
Your mileage may vary and I would love to hear from you if this is counter to what you’re doing. Maybe you’ve managed to get private audiences working in another way?
Anyway, hopefully this will save others the frustrations that I’ve been though this week.