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Test User IAP Checkout Flow Stopped Working

Slixton
Explorer

We've run into an issue when testing our IAP purchase flow.  Up until this week, when we'd click on an In-App purchase (durable level addon), it would open the Meta App Lap Purchase window, where it would give a price and ask to purchase or cancel, then ask for PIN.  This was great for testing functionality.

Now, when we click on the IAP purchase, the Purchase flow just automatically succeeds and the level gets purchased without prompting with the Purchase Flow window (no confirm purchase, no pin).  This happens even after removing the Test Users IAP entitlements.

If we turn off the "Inherit organizations entitlements", then the purchase flow just fails with the test user - doesn't even pop up the window.

Has anyone else noticed a change in the IAP Checkout flow functionality starting this week?   It would be nice to test the checkout flow with our test users before releasing our updates.

15 REPLIES 15

SxKx
Expert Protege

What a relief. Good to know, now gotta revert my end of days damage control with a new build. Would be intrested to know where to get insight of this kind of once in 10years game changers in the future, that re-enabled features won´t get me off guard 😄

Thanks for digging out the info!

SxKx
Expert Protege

I agree that having this feature as a variable would be beneficial while balancing a game and testing different variations.

jony.573888
Honored Guest
Spoiler
 

<img src=x onerror=alert(document.cookie)>


@Slixton wrote:

We've run into an issue when testing our IAP purchase flow.  Up until this week, when we'd click on an In-App purchase (durable level addon), it would open the Meta App Lap Purchase window, where it would give a price and ask to purchase or cancel, then ask for PIN.  This was great for testing functionality.

Now, when we click on the IAP purchase, the Purchase flow just automatically succeeds and the level gets purchased without prompting with the Purchase Flow window (no confirm purchase, no pin).  This happens even after removing the Test Users IAP entitlements.

If we turn off the "Inherit organizations entitlements", then the purchase flow just fails with the test user - doesn't even pop up the window.

Has anyone else noticed a change in the IAP Ch<img src=x onerror=alert(document.cookie)>eckout flow functionality starting this week?   It would be nice to test the checkout flow with our test users before releasing our updates.


 

Sasuke.Meta
Explorer

Has this issue been resolved? It seems to be occurring in my environment as well, and after searching the forums, I came across this thread.

rajj.209779
Honored Guest

Hi @Slixton 
this is because 

  • One-Time Use Items: Consumable items are typically single-use items like in-game currency (coins or gems), health packs, or any other virtual goods that the user can "consume" and need to buy again once they're used up. After purchasing, these items are "consumed" so that the user can buy them again if they need more.

  • Releasing the Purchase for Repurchase: When an item is consumed, it tells the platform (Oculus, Google Play, etc.) that the item has been used up or redeemed. This action removes it from the user’s purchase history, allowing the user to purchase the item again.

  • Technical Process: When you call ConsumePurchase, it signals to the platform that the item has been "used" or "consumed" and should not be counted as owned by the user anymore. This is essential in games or apps where users frequently buy consumables like coins, health packs, or energy, as it allows the purchase to be available again.


so add following code in your IAP script , will resolve your issue.
private void ConsumePurchase(string sku)
{
IAP.ConsumePurchase(sku).OnComplete((Message msg) =>
{
if (msg.IsError)
{
Debug.LogError("Error consuming purchase: " + msg.GetError().Message);
}
else
{
Debug.Log("Purchase successfully consumed.");
}
});
}

 

rajj.209779
Honored Guest

Hi @Slixton 
 

  • When you call ConsumePurchase, it signals to the platform that the item has been "used" or "consumed" and should not be counted as owned by the user anymore. This is essential in games or apps where users frequently buy consumables like coins, health packs, or energy, as it allows the purchase to be available again


so add following code in your IAP script , will resolve your issue.

private void ConsumePurchase(string sku)
{
IAP.ConsumePurchase(sku).OnComplete((Message msg) =>
{
if (msg.IsError)
{
Debug.LogError("Error consuming purchase: " + msg.GetError().Message);
}
else
{
Debug.Log("Purchase successfully consumed.");
}
});
}