Reputation: 251
Having issues for the past days trying to make the IAP work on TestFlight for my 1st game app. IAP works fine in Unity Editor (fake store) and also on Google Play (internal test track).
I don't receive any product prices from the apple store and the buy buttons have no effect (no callbacks on ProcessPurchase or OnPurchaseFailed since I show popup windows for both scenarios).
Below is the status of my app and IAP :
From other similar threads everything should be ok and working as TestFlight doesn't require the IAPs to be submitted nor it requires for sandbox users to be manually created.
Any hints on what to further test or how could I check logs/warnings/errors are much appreciated, thanks.
Tools used : Unity 2019.3.0 (IAP 2.0.6) and XCode 11.3.1
Update 1: OnInitializeFailed() is called with NoProductsAvailable err
Upvotes: 3
Views: 6481
Reputation: 1
The other answers are correct, but there are other reasons for IAP not to show up in TestFlight. My solution was to set the app for "Manually release this version":
Then, submit the app for release and correct all the errors that have been reported to you. You will see every issue -- Agreements, pricing, subscriptions, age restrictions, etc. Once all problems are fixed, the IAP shows up in TestFlight.
In my case, I didn't have to submit the app for release as there is one more dialog to click through ( confirmation ).
Upvotes: 0
Reputation: 99
I was receiving "Received 0 products" until I filled in Contact Info, Bank Info and Tax Info. After Add Tax and active Everthing works fine
Upvotes: 0
Reputation: 251
The reason why the initialization failed with NoProductsAvailable was because I didn't have an active agreement for paid apps, although it is testflight and there are no real money involved, you still need to have this setup.
Here is how it should look like :
Once this was solved the IAPs worked fine.
Upvotes: 20