I only read about Win 10 Universal in the docs.
Is Win 8.1 Universal / Win Phone 8.1 supported?
Thanks.
I only read about Win 10 Universal in the docs.
Is Win 8.1 Universal / Win Phone 8.1 supported?
Thanks.
Hi @ModernAlchemist ,
Yes, Windows 8.1 Universal and Phone are supported. We’re constantly working on improving our documentation, thank you for your feedback about it being unclear in this respect. Windows integration can be a little touch and go at times, so if you have any difficulty with integrating on any of those versions, please feel free to post additional questions on the forums, or fill out support tickets for additional help.
The documentation is currently misleading as it states:
public Purchasing.ConfigurationBuilder AddProduct(string id, Purchasing.ProductType type, Purchasing.IDs storeIDs);
Parameters
id The store independent ID.
type The product type.
storeIDs An optional set of store-specific identifiers, for when your product has different IDs on different stores.
but the id is very store dependent even in 5.3.2
Well, i want try with latest version of unity to see if i can get inapp working this time…
@Nihil688 Why do you consider that documentation misleading? It is possible to reuse the same product ID across every store. You only need to define store specific IDs when they deviate from your store independent product ID.
Hi Banderous,
I really appreciate if you could answer my question. I’ve sent you an e-mail.
As I explained, it says that the ID is store independent but it’s not. For windows store I tried submitting it with the example in the documentation and it didn’t work unless I did store dependent ids
@alexsan75 dealt with via email
I’ll use the original poster’s examples:
if b2d2 is the ID that I have uploaded on one of the stores then the following wouldn’t work:
builder.AddProduct("B2D2", ProductType.NonConsumable, new IDs
{
{"b2d2", GooglePlay.Name},
{"b2d2", WinRT.Name}
});
I’d have to change it to the following for it to work:
builder.AddProduct("b2b2", ProductType.NonConsumable, new IDs
{
{"b2d2", GooglePlay.Name},
{"b2d2", WinRT.Name}
});
Store IDs are case sensitive. “B2D2” is not the same as “b2d2” in your second example.
Yes, obviously but that’s the exact point I’m making. The ID is said to be store independent in your documentation but in reality it’s not.
builder.AddProduct("Money1", ProductType.NonConsumable, new IDs
{
{"gold1", GooglePlay.Name},
{"GoldOne", WinRT.Name}
});
If it was store independent it shouldn’t matter what I add as the first parameter string, it should only matter what I add in the specific cases for the Purchasing.IDs storeIDs
If I’m required to add the same thing in the first string and the two later then how can I do something store independent?
Having investigated the Windows store ID issue I can confirm that declaring a store specific ID for ‘WindowsPhone8.Name’ would result in the wrong ID being used at runtime - this was a bug.
Furthermore, having both ‘WinRT.Name’ and ‘WindowsPhone8.Name’ was confusing, given that Microsoft product IDs are universal across phone and desktop when making Universal builds.
I have released version 1.2.2 of our store packages that deprecates WinRT.Name and WindowsPhone8.Name and introduces WindowsStore.Name as their replacement.
You can update your project by going to the IAP cloud service window and selecting ‘import’ to reimport our store packages.
@Nihil688 were you declaring a store specific ID using ‘WinRT.Name’ or ‘WindowsPhone8.Name’? The former should have worked, the latter would not.
Right, I tested predominantly on Windows Universal 10 and the windows store made it backwards compatible with windows 8 which made it work.
Mind you I did get a warning from Windows Store:
I’m not sure why Microsoft would generate that warning, it seems to be an error on their part.
Hi @nicholasr ,
You suggest something like this:
private void SendInfoToUnityAN()
{
Analytics.CustomEvent("RealMoneyPurchase", new Dictionary<string, object>
{
{ "customSegment", _customSegmentParameter},
{ "prodID", "coins"},
{ "price", "25" }
});
}
*And the result will be => RealMoneyPurchase “coins” “25” ?
Thanks in advance!
@RoyalCoder Correct - once Analytics has time to collect and process the data (about six hours) the RealMoneyPurchase Custom Event will be available in the Data Explorer for your project at analytics.unity3d.com. You’ll be able to see the values set into the keys customSegment, prodID, and price.
Hi, I add init to my script:
void InitializePurchasing() {
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
builder.AddProduct(FULL_VERSION_ID, ProductType.NonConsumable);
UnityPurchasing.Initialize(this, builder);
}
But when I run it in iOS device i get error: “NoProductAvailable”.
ID is true and registered in iTunesConnect. I tried and new IDS() method.
I tried to on Dev mode, tried to change id but I have not more power… Help plz!
Have you been through the checklist here? Are you testing using an ituned connect test user account?
Advise
What does it means:
I added the product to itunes connect:

And done Init in controller which loading with store scene:

But I taking the same error: “NoProductsAvailable”.
Help. Thanks!
P.S. App is in TestFlight. And I log out from iTunes store. Sandbox user needed for purchase not for initialization.
You are logged out of the App store before you launch your App?
Can you DM me your product IDs if you are not happy to share them here?