How to Set Up Meta Pay for In-App Purchases in the Store
I’m currently figuring out how to integrate Meta Pay into our game’s in-app purchase (IAP) system within the Store from the Developer Dashboard. I’ve reviewed the docs here: https://developers.meta.com/horizon/resources/add-ons-setup#creating-add-ons-and-adding-store-assets and the YouTube tutorial here: https://www.youtube.com/watch?v=Fefo_s8BUS4&t=5s, but I’d like to confirm the correct process for configuring Meta Pay. My main questions are: How do you connect Meta Pay to an IAP setup in the Store? What steps are required to enable payment settings, including linking Meta Pay (e.g., binding credit cards or bank accounts)? Is there an official tutorial or guide that explains the full setup process? Any guidance or resources would be greatly appreciated!21Views0likes0CommentsS2S REST request not working on some users
So I have a backend for my game and I want to call some S2S requests to get user's data, purchaes and verify purchases. I am using the end point https://graph.oculus.com/${APP_ID}/viewer_purchases to get user's purchases. I provide access_token, user_id, and fields. Just like it mentions in the documention for IAP here https://developers.meta.com/horizon/documentation/native/ps-iap-s2s. The requests are working just fine with some users, but sometimes i enter a user id and get this error: here is an example of it working: if i just enter a random user id: (translation: it says thats an invalid user id) This is not just for this user, it happens for many users. Also it is happing for other requests like https://graph.oculus.com/${USER_ID} to get verified org_id and in consuming and verifying requests. I know that some of these requests dont work for meta test users (users that meta itself uses to test the game) but these users are real players. If anyone has any idea why this is happening please let me know. Side note: the consume_entitlement request also doesn't work sometimes where it throws a 500 is_transient error with code 2 but it still consumes the purchase correctly. weird...35Views0likes0CommentsConsume entitlement on the server error
I'm trying create servers side logic to consume entitlement, like in this documentation: https://developers.meta.com/horizon/documentation/unreal/ps-iap-s2s#consume-an-iap-item I test calls on my computer first, using cmd. And when I try to consume - it returns an error. But consumable item is consumed in the end. Full log is shown on the screenshot Verify that user has this item - true All user purchases Consume - error Verify that user has this item - false67Views0likes0CommentsIAP 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." ); } }937Views0likes4CommentsGetting 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 file425Views0likes0CommentsIAPs 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.2.8KViews0likes2Comments