Unavailable product in Unity In app Purchase but it's in my store

In “Internal testing” its not needed to do the all APK’s description.
If i must upload my APK in “Closed testing” its needed, and google have to check my APK.
For the moment I have only tried in “Internal testing” for measures of speed and simplicity (google already refused me a test application via “Closed testing”)

I always test via Closed testing. Your app refusal is likely the issue.

I just create my Closed testing release, and now its under review.
I will come back when I have tested it (if the review by google is ok)

Why was it rejected the first time? Did you address their concerns?

As far as I reckon my solution, I just tried again with an other phone. It was a problem of cache on Google server that was keeping a incorrect state, even though I corrected it.

Do you have any documentation with regard to their cache issue, where did you learn this?

It was just a pure speculation from myself, as I tried again the next day with my previous phone and that worked like a charm.

I think this thread might be dead, but I have the same problem.

I was using Unity 2019.2.21f1 with IAP plugin 2.2.2 (or so). Everything is already live and works fine for months. I needed the new IAP 3.0.0+ plugin to work with the new Google Billing Library (v3.1). As this version only work with newer Unity I updated my project to Unity 2019.4.28f1 and IAP plugin 3.1.0. iOS purchases are just fine but Android are giving the problem described. I didn’t changed any IAP code. The version live (using Unity 2019.2 and IAP 2.2.2) is working fine both Android and iOS. The version from Internal Testing (Unity 2019.4 and IAP 3.1.0) is returning Unavailable Product for all products. It calls the OnInitializeFailed “NoProductsAvailable”. We’ve been using Internal Testing until now and everything worked on this mode. Am I missing something? We have several devices and several QAs testing. Fails on all Android devices. They only download it from store page (Internal Testing)

TL;DR: Updated Unity 2019.2 IAP plugin 2.2.2 (everything working) to Unity 2019.4 IAP plugin 3.1.0. iOS purchase still works and Android store initialization fail (“NoProductAvailable”)

Please share device logs, your product initialization code, and a screenshot of the same products listed on the store.

I am having the same issue but with codeless IAP. Mine returns failure reason as PurchaseFailureReason.PurchasingUnavailable. After testing on the editor, there is no problem, but users have reported being unable to purchase an item and I found out that on the build the IAP button returns PurchaseFailureReason.PurchasingUnavailable when clicked, but everything went through on the fake store without problems on the editor.

My setup is just like this video.
I’m on Unity 2020.3.15f2
I use IAP 3.2.2, this is the default when I enable In app purchasing from the Services menu. And I’ve updated to 3.2.3 and 4.0.3…all versions always yields the same results: They work on the editor, but not on build.

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Sorry I’m not following. You mentioned users? Was IAP working in your testing, before you published? The Fake store, as the name implies, does not actually connect to a store so it’s not a valid test. On iOS, you want to test via TestFlight first, on Google you’ll want Closed Testing.