Unity IAP 未初始化 [英] Unity IAP not initializing

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本文介绍了Unity IAP 未初始化的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我使用 Unity 的购买者脚本"(在 Unity 的 IAP 示例中)来测试 IAP,但它们在测试期间不会在手机上初始化,即使它们确实初始化并传入编辑器.我知道 Unity Editor 总是通过 IAP,所以这意味着我没有在 Apple 方面做任何一步.iTunes Connect 声明 IAP 必须随应用程序更新一起提交,因此我不知道如何在 iTunes Connect 上单独创建 IAP 以进行测试.有人可以帮助我了解我从哪里开始能够初始化和使用 IAP 吗?非常感谢所有帮助.

注意:这是对不包含 IAP 的应用程序的更新.此外,我已确保我的产品 ID 与脚本中的产品 ID 匹配.

总结:

  1. IAP 在统一编辑器中工作,而不是在 iPhone 上工作
  2. 我在 itunes connect 上创建了 IAP,它有一个与我的脚本中的产品 ID 匹配的产品 ID,即 Unity 提供的购买者脚本"(此处显示: 并添加任意数量的项目.我相信您在这里有提交以供修订"状态的项目.如您所见,我已批准并在我的统一项目中使用它.

    3- IAP 项目应该在 24 小时后激活以进行测试(对于您的 testflight 批准的用户).要添加用户,您必须转到 .

    6 - 团队配置的进一步帮助:提供一些有用的帮助.Apple IAP 文档 -> Xcode 将更新您的如果您检查 IAP 功能,则证书.

    无论如何,我遇到了与您相同的问题,我的 Google IAP 可以正常工作,但我的 iOS 版本在购买过程中失败了.我的最后建议是检查所有代码/设置/证书,然后等待 24 小时,以确保 Apple 将更改应用于您的应用.

    请告诉我们.

    谢谢.

    I used the Unity "Purchaser script"(In Unity's IAP example) to test IAP's but they do not initialize on the phone during testing even though they do initialize and pass in the editor. I understand the Unity Editor always passes IAPs so that means I did not do a step somewhere on the Apple side. iTunes connect states that IAPs must be submitted with the app update so I do not see how I could individually create the IAP on iTunes Connect for testing. Can someone please help me understand where I go from here to be able to initialize and use the IAPs? All help is extremely appreciated.

    NOTE: this is an update to an app which DOES NOT contain IAPs. Also, I have made SURE that my Product ID matched the one in my script.

    Summary:

    1. IAPs work in unity editor, not on iPhone
    2. I created the IAP on itunes connect and it has a matching Product ID as the one in my script, which is the Unity-provided "Purchaser Script" (Shown here: https://unity3d.com/learn/tutorials/topics/analytics/integrating-unity-iap-your-game)
    3. Error is on initialization of the purchase, it is failing.

    Purchaser code:

    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.Purchasing;
    
    // Placing the Purchaser class in the CompleteProject namespace allows it to interact with ScoreManager, one of the existing Survival Shooter scripts.
    //namespace CompleteProject
    //{
    
    // Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
    public class Purchaser : MonoBehaviour, IStoreListener
    {
    
        private static IStoreController m_StoreController;                                                                    // Reference to the Purchasing system.
        private static IExtensionProvider m_StoreExtensionProvider;                                                         // Reference to store-specific Purchasing subsystems.
    
        // Product identifiers for all products capable of being purchased: "convenience" general identifiers for use with Purchasing, and their store-specific identifier counterparts 
        // for use with and outside of Unity Purchasing. Define store-specific identifiers also on each platform's publisher dashboard (iTunes Connect, Google Play Developer Console, etc.)
    
    private static string kProductIDConsumable = "RyanCbuy100G";
    private static string kProductIDConsumable2 =    "RyanCbuy200G";                                                         // General handle for the consumable product.
    private static string kProductIDConsumable3 =    "RyanCbuy300G";    
    private static string kProductIDConsumable4 =    "RyanCbuy400G";
    
    
    private static string kProductNameAppleConsumable =    "RyanCbuy100G";             // Apple App Store identifier for the consumable product.
    private static string kProductNameAppleConsumable2 =    "RyanCbuy200G";             // Apple App Store identifier for the consumable product.
    private static string kProductNameAppleConsumable3 =    "RyanCbuy300G";     
    private static string kProductNameAppleConsumable4 =    "RyanCbuy400G"; 
    
    
    
    
        void Start()
        {
            // If we haven't set up the Unity Purchasing reference
            if (m_StoreController == null)
            {
                // Begin to configure our connection to Purchasing
                InitializePurchasing();
            }
        }
    
        public void InitializePurchasing() 
        {
            // If we have already connected to Purchasing ...
            if (IsInitialized())
            {
                // ... we are done here.
                return;
            }
    
            // Create a builder, first passing in a suite of Unity provided stores.
            var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
    
            // Add a product to sell / restore by way of its identifier, associating the general identifier with its store-specific identifiers.
            builder.AddProduct(kProductIDConsumable, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable,       AppleAppStore.Name },});// Continue adding the non-consumable product.
            builder.AddProduct(kProductIDConsumable2, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable2,       AppleAppStore.Name },});// Continue adding the non-consumable product.
            builder.AddProduct(kProductIDConsumable3, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable3,       AppleAppStore.Name },});// Continue adding the non-consumable product.
            builder.AddProduct(kProductIDConsumable4, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable4,       AppleAppStore.Name },});// Continue adding the non-consumable product.
            // Kick off the remainder of the set-up with an asynchrounous call, passing the configuration and this class' instance. Expect a response either in OnInitialized or OnInitializeFailed.
            UnityPurchasing.Initialize(this, builder);
        }
    
    
        private bool IsInitialized()
        {
            // Only say we are initialized if both the Purchasing references are set.
            return m_StoreController != null && m_StoreExtensionProvider != null;
        }
    
    
        public void BuyConsumable()
        {
            // Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
            BuyProductID(kProductIDConsumable);
        }
    
    public void BuyConsumable2()
    {
        // Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
        BuyProductID(kProductIDConsumable2);
    }
    
    public void BuyConsumable3()
    {
        // Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
        BuyProductID(kProductIDConsumable3);
    }
    public void BuyConsumable4()
    {
        // Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
        BuyProductID(kProductIDConsumable4);
    }
    
    
    
    
        void BuyProductID(string productId)
        {
            // If the stores throw an unexpected exception, use try..catch to protect my logic here.
            try
            {
                // If Purchasing has been initialized ...
                if (IsInitialized())
                {
                    // ... look up the Product reference with the general product identifier and the Purchasing system's products collection.
                    Product product = m_StoreController.products.WithID(productId);
    
                    // If the look up found a product for this device's store and that product is ready to be sold ... 
                    if (product != null && product.availableToPurchase)
                    {
                        Debug.Log (string.Format("Purchasing product asychronously: '{0}'", product.definition.id));// ... buy the product. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
                        m_StoreController.InitiatePurchase(product);
                    }
                    // Otherwise ...
                    else
                    {
                        // ... report the product look-up failure situation  
                        Debug.Log ("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase");
                    }
                }
                // Otherwise ...
                else
                {
                    // ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or retrying initiailization.
                    Debug.Log("BuyProductID FAIL. Not initialized.");
                }
            }
            // Complete the unexpected exception handling ...
            catch (Exception e)
            {
                // ... by reporting any unexpected exception for later diagnosis.
                Debug.Log ("BuyProductID: FAIL. Exception during purchase. " + e);
            }
        }
    
    
        // Restore purchases previously made by this customer. Some platforms automatically restore purchases. Apple currently requires explicit purchase restoration for IAP.
        public void RestorePurchases()
        {
            // If Purchasing has not yet been set up ...
            if (!IsInitialized())
            {
                // ... report the situation and stop restoring. Consider either waiting longer, or retrying initialization.
                Debug.Log("RestorePurchases FAIL. Not initialized.");
                return;
            }
    
            // If we are running on an Apple device ... 
            if (Application.platform == RuntimePlatform.IPhonePlayer || 
                Application.platform == RuntimePlatform.OSXPlayer)
            {
                // ... begin restoring purchases
                Debug.Log("RestorePurchases started ...");
    
                // Fetch the Apple store-specific subsystem.
                var apple = m_StoreExtensionProvider.GetExtension<IAppleExtensions>();
                // Begin the asynchronous process of restoring purchases. Expect a confirmation response in the Action<bool> below, and ProcessPurchase if there are previously purchased products to restore.
                apple.RestoreTransactions((result) => {
                    // The first phase of restoration. If no more responses are received on ProcessPurchase then no purchases are available to be restored.
                    Debug.Log("RestorePurchases continuing: " + result + ". If no further messages, no purchases available to restore.");
                });
            }
            // Otherwise ...
            else
            {
                // We are not running on an Apple device. No work is necessary to restore purchases.
                Debug.Log("RestorePurchases FAIL. Not supported on this platform. Current = " + Application.platform);
            }
        }
    
    
        //  
        // --- IStoreListener
        //
    
        public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
        {
            // Purchasing has succeeded initializing. Collect our Purchasing references.
            Debug.Log("OnInitialized: PASS");
    
            // Overall Purchasing system, configured with products for this application.
            m_StoreController = controller;
            // Store specific subsystem, for accessing device-specific store features.
            m_StoreExtensionProvider = extensions;
        }
    
    
        public void OnInitializeFailed(InitializationFailureReason error)
        {
            // Purchasing set-up has not succeeded. Check error for reason. Consider sharing this reason with the user.
            Debug.Log("OnInitializeFailed InitializationFailureReason:" + error);
        }
    
    
        public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args) 
        {
            // A consumable product has been purchased by this user.
            if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable, StringComparison.Ordinal))
            {
                Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));//If the consumable item has been successfully purchased, add 100 coins to the player's in-game score.
            inpMoveH i = new inpMoveH();
            i.addGold (50);
            //UpdateGoldScript updater = new UpdateGoldScript ();
            //updater.updateGold ();
            }
    
            // Or ... a non-consumable product has been purchased by this user.
            else if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable2, StringComparison.Ordinal))
            {
                Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
            inpMoveH i = new inpMoveH();
            i.addGold (100);
        }// Or ... a subscription product has been purchased by this user.
        else if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable3, StringComparison.Ordinal))
        {
            Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
            inpMoveH i = new inpMoveH();
            i.addGold (250);
        }
        else if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable4, StringComparison.Ordinal))
        {
            Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
            inpMoveH i = new inpMoveH();
            i.addGold (1000);
        }
            // Or ... an unknown product has been purchased by this user. Fill in additional products here.
            else 
            {
                Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id));}// Return a flag indicating wither this product has completely been received, or if the application needs to be reminded of this purchase at next app launch. Is useful when saving purchased products to the cloud, and when that save is delayed.
            return PurchaseProcessingResult.Complete;
        }
    
    
        public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
        {
            // A product purchase attempt did not succeed. Check failureReason for more detail. Consider sharing this reason with the user.
            Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}",product.definition.storeSpecificId, failureReason));}
    }
    

    XCODE ERROR:

    m_StoreController IS NULL.
    
     Purchaser:IsInitialized()
     Purchaser:InitializePurchasing()
    
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    
    m_StoreControllerProvider IS NULL.
    
    Purchaser:IsInitialized()
    Purchaser:InitializePurchasing()
    
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    
    ReturningFalse
    Purchaser:IsInitialized()
    Purchaser:InitializePurchasing()
    
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    
    2016-06-12 11:56:32.106 RC1[254:9485] UnityIAP:Requesting 4 products
    2016-06-12 11:56:32.118 RC1[254:9485] UnityIAP:Requesting product data...
    2016-06-12 11:56:32.866 RC1[254:9485] UnityIAP:Received 0 products
    2016-06-12 11:56:32.870 RC1[254:9485] UnityIAP:No App Receipt found
    Unavailable product RCbuy100Gold -RCbuy100Gold
    UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
    UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
    UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
    UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String,  String, String)
    UnityEngine.Purchasing.Extension.UnityUtil:Update()
    
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    
    Unavailable product RCbuy250Gold -RCbuy250Gold
    UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
    UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
    UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
    UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String, String, String)
    UnityEngine.Purchasing.Extension.UnityUtil:Update()
    
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    
    Unavailable product RCbuy650Gold -RCbuy650Gold
    UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
    UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
    UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
    UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String, String, String)
    UnityEngine.Purchasing.Extension.UnityUtil:Update()
    
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    
    Unavailable product RCbuy1000Gold -RCbuy1000Gold
    UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
    UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
    UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
    UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String, String, String)
    UnityEngine.Purchasing.Extension.UnityUtil:Update()
    
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    
    OnInitializeFailed InitializationFailureReason:NoProductsAvailable
    Purchaser:OnInitializeFailed(InitializationFailureReason)
    UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
    UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
    UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
    UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String, String, String)
    UnityEngine.Purchasing.Extension.UnityUtil:Update()
    
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/ UnityEngineDebugBindings.gen.cpp Line: 37)
    
    2016-06-12 11:56:32.887 RC1[254:9485] UnityIAP:addTransactionObserver
    m_StoreController IS NULL.
    
    Purchaser:IsInitialized()
    Purchaser:BuyProductID(String)
    UnityEngine.Events.InvokableCallList:Invoke(Object[])
    UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
        UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
    UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
    UnityEngine.EventSystems.StandaloneInputModule:Process()
    
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    
    m_StoreControllerProvider IS NULL.
    
    Purchaser:IsInitialized()
    Purchaser:BuyProductID(String)
    UnityEngine.Events.InvokableCallList:Invoke(Object[])
    UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
       UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEve ntData, Boolean, Boolean)
    UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
    UnityEngine.EventSystems.StandaloneInputModule:Process()
    
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/  UnityEngineDebugBindings.gen.cpp Line: 37)
    
    ReturningFalse
    Purchaser:IsInitialized()
    Purchaser:BuyProductID(String)
    UnityEngine.Events.InvokableCallList:Invoke(Object[])                UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
       UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
    UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
    UnityEngine.EventSystems.StandaloneInputModule:Process()
    
    (Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/ UnityEngineDebugBindings.gen.cpp Line: 37)
    
    BuyProductID FAIL. Not initialized.
    Purchaser:BuyProductID(String)
    UnityEngine.Events.InvokableCallList:Invoke(Object[])
    UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject,     BaseEventData, EventFunction`1)
      UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
    UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
    UnityEngine.EventSystems.StandaloneInputModule:Process()
    

    解决方案

    I think that you would already solve the issue. If not I am going to share some screenshots of how I did it on the Apple Developer page:

    1- Upload an app to testflight (upload an app to the console using XCode or application loader) - This step is already completed.

    2- Go to Features and add as many items as you want. I believe that you have items here with "submit for revision" status. As you can see I have it approved and working in my unity project.

    3- The IAP items should be active for testing after 24h (for your testflight approved users). To add users you have to go to Apple Developer Console and edit the roles in there for the provisioning profile.

    4- If you did all that (which I believe you did); the only thing that is left is the XCode side. However, I am going to recommend you to add your IAP script in the scene as an empty object to make sure that it is initialized and you give it enough time to set everything properly.

    5- XCODE: To add IAP functionality you need to set the proper permissions in your provisioning profile and add the capabilities .

    6 - Further help with the team provisioning: provides with some useful help. Apple IAP Documentation -> Xcode will update your certificate if you check the IAP function.

    Anyway, I had the same issue as you are having, my Google IAP was working but my iOS build was failing the purchase process. My final advise is to review all the code/settings/certificates and wait 24h to be sure that Apple applied the changes to your app.

    Let us know please.

    Thanks.

    这篇关于Unity IAP 未初始化的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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