Hello,
I hope to better understand what is happening.
Context:
I have a published app, working IAP, subscriptions great on Android, now I am porting to iOS, and have a successful build and upload.
Everything works (firebase auth, analytics, database, storage, google mobile ads, google sign in) except my IAP on iOS, I’m not getting any prompt.
the product code I used for google and apple are exactly the same; I have also checked this extensively, I am able to fetch their prices as well, I can confirm this as I have set different prices on iOS from Android.
Is the implementation in unity different codewise?
my “paid app agreement” is active but pending user info. yellow light. - I have read somewhere that this might be a possible cause, I am not sure though.
I have not created a sandbox test account yet, as I have not reached the sign-in prompt for it yet, even after signing out of my app store account on my testing device.
Also, I might prefer TestFlight for testing IAP, since I’m technically running a parallel build from my android app. no significant change will be made that has not been tested on android first.
I hope to better understand what is happening.
The log I am receiving from Xcode run is is this,
Purchasing product asychronously: 'com.WorkingProductIdHere'
InAppPurchaser:BuyProductID(String)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
2020-06-24 12:15:40.356458+0800 ProjectTitleHere [1879:671666] UnityIAP: PurchaseProduct: com.WorkingProductIdHere
2020-06-24 12:15:40.365514+0800 ProjectTitleHere [1879:671666] UnityIAP: PurchaseProduct: IAP Disabled
purchase({0}): com.WorkingProductIdHere
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
onPurchaseFailedEvent({0}): com.WorkingProductIdHere
UnityEngine.Purchasing.PurchasingManager:OnPurchaseFailed(PurchaseFailureDescription)
UnityEngine.Purchasing.JSONStore:OnPurchaseFailed(PurchaseFailureDescription, String)
UnityEngine.Purchasing.Extension.UnityUtil:Update()
(Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
OnPurchaseFailed: FAIL. Product: 'com.WorkingProductIdHere', PurchaseFailureReason: PurchasingUnavailable
InAppPurchaser:OnPurchaseFailed(Product, PurchaseFailureReason)
UnityEngine.Purchasing.JSONStore:OnPurchaseFailed(PurchaseFailureDescription, String)
UnityEngine.Purchasing.Extension.UnityUtil:Update()