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Platform.IAP.GetProductsBySKU() Failures Starting Today (March 28) - Anyone Else?

flavobarth
Explorer

Starting earlier today (March 28, 2025), we've run into a persistent issue where calls to Platform.IAP.GetProductsBySKU() are consistently failing.

We're seeing this across the board – in all our live build versions (across different release channels) and significantly, even within the Unity editor during development testing.

This is the specific error response we're receiving:

{"error":{"code":1,"fbtrace_id":"AKcT8AS-5-uF9SVCKgOJppk","message":"An unknown error has occurred.","type":"OAuthException","x-fb-debug":"pkaPU0rJ11IUbvkMgCpR9IYHSFRL05ViM8JCwHf2FLMvwRUazaQy+2pIH6bAsM20OLrmy9xXkFvPWui/srooGw==","x-fb-trace-id":"CP/fgzV9QGk"}}

We've spent time investigating on our end and are quite confident no recent changes from our side triggered this. We haven't submitted any new releases, deployed code changes, or modified any configurations in the Developer Dashboard (especially anything related to IAP addons) prior to this issue appearing. It seemed to start out of the blue.

This is causing a significant problem for us because we use this call during login to get essential addon information, meaning our users are currently unable to log in.

Given the sudden onset across all environments (including the editor) and the lack of any changes on our part, we're suspecting there might be a temporary issue on the platform side.

Is anyone else experiencing similar issues with Platform.IAP.GetProductsBySKU() today?

We're wondering if anyone has encountered this specific error before, might have insights into potential causes, or perhaps has found any temporary workarounds?

Any shared experiences or suggestions would be really helpful!

Thanks in advance!

5 REPLIES 5

flavobarth
Explorer

We think we've pinpointed the exact cause now!

The Breakthrough:

  • It seems the OAuthException error happens specifically when the API tries to return data for SKUs that are currently set to 'draft' or 'unavailable' in the Developer Dashboard.
  • This explains why the parameterless call (which returns all SKUs, including draft/unavailable) started failing today – it now trips over those specific statuses.
  • We confirmed this by manually passing a list of SKUs as parameters:
    • If we included any draft/unavailable SKU in the list, the call failed.
    • If we only included 'available' SKUs, the call worked!

This really seems like a change in how the API handles these statuses happened sometime between yesterday and today, as the old behavior (parameterless call working fine) handled these without error.

Temporary Fix We Found:

For anyone else blocked by this, we managed to get things working temporarily by changing our code to explicitly request only the SKUs we know are currently 'available'. It's not ideal because we sometimes need data for all SKUs, and it will be a pain to manage when adding new ones (which start as draft), but it got our login working again for now.

Confirmation?

Is anyone else able to confirm this specific behavior? Does GetProductsBySKU() only fail for you if 'draft' or 'unavailable' SKUs are involved in the request (either implicitly via parameterless call or explicitly)?

Hopefully, this detailed finding helps others and potentially flags the issue more clearly for the Meta team!

SG_Bill
Honored Guest

Our studio is seeing this issue as well. It occurs with several DLC packs that are currently in QA but have not been published yet (They are marked as drafts). We opened a private ticket about this issue as well. The problem started Friday (03/28/2025). We linked this ticket to our private thread to show it is just not us experiencing the issue.

murphyhmorgan
Explorer

Hi I am also experiencing this, unable to test any draft IAPs which is quite disruptive. Hoping they fix this ASAP

judiva
Honored Guest

Same error here. Tried it in Unity Editor using a test user, tried it on a build on our release alpha channel. I always get this exact error. I am new to IAP so I only have draft SKUs. Thought it was jsut me doing something wrong but now that I see these reports I guess it's not just me fumbling.

SG_Bill
Honored Guest

FYI, we were told a fix rolled out Thursday night. Our team tested our builds Friday afternoon and the problem we were seeing is no longer occurring.