IAP OnComplete does not finish
We have discovered an issue where some of our users are pressing the Oculus home button right after they enter the pin when purchasing our subscription service. This results in the IAP.LaunchCheckoutFlow().OnComplete() never being called. Any additional attempts from the user to purchase and our app gets an immediate user_canceled error. It seems that the purchase does process on the Oculus side, but because our application does not receive the OnComplete callback, we are not made aware about this. What is the resolution to this issue?1.1KViews3likes1CommentGetViewerPurchases returns PurchaseList with 0 count
I have a subscription setup and its checkoutflow seems to be working perfectly as expected, but when i try to fetch the viewers purchases at the start of the game it returns PurchaseList with the count of 0 although they certainly seemed to have the purchased product (in this case its a re-accuring monthly/yearly subscription) so how can I fix that issue? Any help in this regard is highly appreciated Note: This issue was occuring when tested production build with real users. The SKU ids and everything else is checked properly. Here is the example implementation: private void StartOfTheGame() { IAP.GetViewerPurchases().OnComplete( HandlePurchaseListResponse ); } private void HandlePurchaseListResponse( Message<PurchaseList> msg ) { if( msg.IsError ) { LogAssertion( $"Error: {msg}" ); return; } hasSubscription = false; Log( $"purchase list count: {msg.GetPurchaseList().Count}" ); // This returns 0 as a result hence the for loop doesn't even start although I have made sure that the user do have the product purchased if( msg.GetPurchaseList().Count <= 0 ) { _currentAttempts++; if( _currentAttempts >= _initializationMaxAttempts ) return; IAP.GetViewerPurchasesDurableCache().OnComplete( HandlePurchaseListResponse ); Log( $"No purchases found, tyring to get cache purchases" ); return; } foreach( Purchase p in msg.GetPurchaseList() ) { LogPurchasedProductDetails( p ); if( p.Sku is ProSubscriptionYearlySKU or ProSubscriptionSixMonthSKU or ProSubscriptionMonthlySKU ) { SetSubscriptionAsActive( p ); } } if( !hasSubscription ) { Log( "Pro subscription not active." ); } }905Views0likes4CommentsGetting application logs from a test user account
Has anyone had any luck accessing logs created with a test user account that isn't the device owner? I am working on IAP at the moment and to test purchases, I need to use a test account. This works fine but If I am logged into this other account on my device, no logs are created on the device. This makes it a massive pain to debug as I have no logs that i can read to debug. It seems like only the "Device Owner" account actually saves any application logs. Is there a way to give permission to my test account to behave like my main account? This seems like a really annoying and stupid design decision when you prevent Test accounts from creating logs... What are you supposed to be testing if you have no logging!1.1KViews0likes2CommentsTest User IAP Checkout Flow Stopped Working
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.Solved17KViews0likes15CommentsUpload multiple DLC to one SKU
I created an addon, I want to attach several DLCs to it. For example, I have an item with the SKU "Ball Pack", I want the user to get access to a set of elements when purchasing it - Ball1.fbx, Ball2.fbx, Ball3.fbx. But the documentation only mentions uploading one file422Views0likes0CommentsIAPs Not working second time
I have a consumable item setup in my Meta Dashboard and have it implemented in my game. When you go buy it in-game for the first time, the pop ups to purchase appears and you can purchase it. Then the next time you try to purchase, there's no popup. But the purchase is successful and the currency is being given. Support saying "go on forums" but no one ever answers me. Can anybody help me? im pretty sure my script IS okay. Unity 2021.3.19f1Solved4KViews0likes15CommentsSubscription API Test Fail
Hi, I am unable to test IAPs. I have followed this guide https://developers.meta.com/horizon/documentation/unity/ps-iap-test My organisation is verified, I have a test user, which can be granted test add-ons. And I can consume them using the API on my server. However, I have tried multiple times to buy a subscription through the horizon mobile app, logged in as the test user. I used the card details provided in the documentation above, and also added the cards using the test user menu "manage test cards" modal. I always get the same message, in the test menu and in the mobile app purchase. Not sure what to try next.2.8KViews0likes2CommentsHow does Consumable IAP works?
So i've been searching and don`t find how consumable purchases exactly works, i saw on this post that the user could't purchase another consumable if it was not consume (which is what i want to our project) but in the same post someone link a documentation url that is shutted down (so i could't chek it) Can you buy multiple consumables? When you buy one consumable on the store, can you buy more? Is it limited to 1 consumable or is it even posible to configure that on the Add-ons window on the developer dashboard? On the dashboard i can only set the name, the type (consumable or durable), the show in store option, and then the price and the metadata, but nothing about quantities or adjustments on consumables.400Views0likes0CommentsRequest Failed of IAP Function
I'm doing IAP function and testing purchase but when I'm click on buy button the system get error message as below. Also I'm testing paid my app has been released on app lab and also get similar message Can anyone explain and give solution for this problem? Thanks451Views0likes0CommentsIn-app purchase failed. errorCode=0
Hi, I have been trying to integrate IAPs into a Unity VR project using the Oculus SDK. I have a free consumable add-on defined in the developer console (I haven't set up payment info) and then in my C# code I have: IAP.LaunchCheckoutFlow(product.Sku).OnComplete((res) => { LaunchCheckoutFlowCallback(res, callback); }); Everything up to this point - retrieving the add-on etc. - works perfectly, but then when I try to run this, a popup opens and instantly closes and then I get this error in the android logcat [AndroidPlatformIntegration] In-app purchase failed. errorCode=0, httpStatusCode=0, errorMessage={"category":"user_canceled","code":0,"message":"The purchase has been canceled."} and the Message<Purchase> (res) IsError is set to true in the LaunchCheckoutFlowCallback function, But I am not sure why. This is a build from Unity, not an uploaded build and I haven't tested if that would work. But other than that I don't know why I am getting this error. Thanks for any help!4.9KViews4likes11Comments