ios - Unity IAP 未初始化

标签 ios unity3d in-app-purchase app-store

我使用 Unity“Purchaser 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,即使它们在编辑器中进行了初始化和传递。我知道 Unity Editor 总是通过 IAP,这意味着我没有在 Apple 方面的某个地方执行任何步骤。 iTunes connect 声明 IAP 必须与应用程序更新一起提交,因此我看不出如何在 iTunes Connect 上单独创建 IAP 以进行测试。有人可以帮助我了解我从这里去哪里可以初始化和使用 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,我已确定我的产品 ID 与脚本中的产品 ID 相匹配。

总结:

  1. IAP 在 unity 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,这是 Unity 提供的“购买者脚本” (此处显示:https://unity3d.com/learn/tutorials/topics/analytics/integrating-unity-iap-your-game)
  3. 购买初始化时出错,失败。

采购员代码:

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));}
}

X代码错误:

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()

最佳答案

我认为您已经解决了这个问题。如果没有,我将在 Apple Developer 页面上分享一些我是如何做到的截图:

1- Upload an app to testflight(使用 XCode 或应用程序加载器将应用上传到控制台)- 此步骤已完成。

2- 转到功能 Features并根据需要添加任意数量的项目。我相信您这里有状态为“提交修改”的项目。如您所见,我已经批准并在我的统一项目中工作。 approved

3- IAP 项目应该在 24 小时后激活以进行测试(对于您的测试飞行批准的用户)。要添加用户,您必须转到 Apple Developer Console并在其中为配置文件编辑角色。

4- 如果您做到了所有这些(我相信您做到了);唯一剩下的就是 XCode 端。但是,我建议您将 IAP 脚本作为一个空对象添加到场景中,以确保它已被初始化并给它足够的时间来正确设置所有内容。

5- XCODE:要添加 IAP 功能,您需要在配置文件中设置适当的权限并添加功能 XCODE .

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

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 版本无法通过购买流程。我的最终建议是检查所有代码/设置/证书并等待 24 小时以确保 Apple 将更改应用到您的应用。

请告诉我们。

谢谢。

关于ios - Unity IAP 未初始化,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/37737619/

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