Unity IAP不能初始化

我使用Unity“采购员脚本”(在Unity的IAP示例中)来testingIAP,但是他们在testing期间不会在电话上初始化,即使他们初始化并传入编辑器。 我理解Unity编辑器总是通过IAP,这意味着我没有在苹果方面做任何事情。 iTunes连接状态,IAP必须与应用程序更新提交,所以我没有看到我可以单独创buildiTunes Connect上的IAP进行testing。 有人可以帮我理解我从哪里去,能够初始化和使用IAP? 所有的帮助是非常感激的。

注意:这是对不包含IAP的应用程序的更新。 此外,我已经确定我的产品ID与我的脚本中的产品ID匹配。

概要:

  1. IAP在统一编辑器中工作,而不是在iPhone上
  2. 我在itunes connect上创build了IAP,并且在我的脚本中有一个匹配的产品ID,这是Unity提供的“Purchaser Script”(在此处显示: https : //unity3d.com/learn/tutorials/topics/analytics / integrate-unity-iap-your-game )
  3. 错误是在购买的初始化,它是失败的。

采购代码:

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));} } 

XCODE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() 

我认为你已经解决了这个问题。 如果不是的话,我将分享一些在苹果开发者页面上做过的截图:

1-上传一个应用程序到testflight(使用XCode或应用程序加载器将应用程序上传到控制台) – 此步骤已经完成。

2-转到function 特征 并添加尽可能多的项目,你想要的。 我相信你在这里有“提交修改”的状态。 正如你所看到的,我已经批准并在我的团结项目中工作。 批准

3- IAP项目应在24小时后进行testing(适用于您的testing飞行认可用户)。 要添加用户,您必须前往Apple Developer Console并编辑供应configuration文件中的angular色。

4-如果你做了这一切(我相信你做了); 唯一剩下的就是XCode端。 但是,我将build议您将IAP脚本作为空对象添加到场景中,以确保它已初始化,并且给予足够的时间正确设置所有内容。

5 XCODE:要添加IAPfunction,您需要在供应configuration文件中设置适当的权限并添加function XCODE

6 – 进一步帮助团队configuration:提供一些有用的帮助。 Apple IAP文档 – >如果您检查IAPfunction,Xcode将更新您的证书。

无论如何,我遇到同样的问题,我的Google IAP正在工作,但我的iOS版本没有通过购买stream程。 我最后的build议是审查所有的代码/设置/证书,并等待24小时,以确保苹果将更改应用到您的应用程序。

请让我们知道。

谢谢。

因此,在你的代码中,有一个调用Start()调用InitializePurchasing() ,然后设置ConfigurationBuilder ,最终调用:

 UnityPurchasing.Initialize(this, builder); 

我想你是在用不需要的东西来设置构build器,特别是GooglePlay产品ID。 例如从你的InitializePurchasing()方法:

 // 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 },{ kProductNameGooglePlayConsumable, GooglePlay.Name },});// Continue adding the non-consumable product. builder.AddProduct(kProductIDConsumable2, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable2, AppleAppStore.Name },{ kProductNameGooglePlayConsumable, GooglePlay.Name },});// Continue adding the non-consumable product. builder.AddProduct(kProductIDConsumable3, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable3, AppleAppStore.Name },{ kProductNameGooglePlayConsumable, GooglePlay.Name },});// Continue adding the non-consumable product. builder.AddProduct(kProductIDConsumable4, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable4, AppleAppStore.Name },{ kProductNameGooglePlayConsumable, GooglePlay.Name },});// Continue adding the non-consumable product. UnityPurchasing.Initialize(this, builder); 

我将从调用AddProduct 开始 ,仅仅介绍一个商店(iOS App Store)的细节。 *(我也会删除所有你不需要的代码,额外的消费品,因为它只是用你不需要的东西堵塞你的代码,使得更难解决发生的事情)。

例如,从Unity 3d页面中的一个 :

 using UnityEngine; using UnityEngine.Purchasing; public class MyStoreClass : MonoBehaviour, IStoreListener { void Start() { ConfigurationBuilder builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance()); builder.AddProduct("levelpackfoo", ProductType.NonConsumable, new IDs() { "levelpackfoo", AppleAppStore.Name }); UnityPurchasing.Initialize(this,builder); } public void OnInitialized(IStoreController controller, IExtensionProvider extensions) {} public void OnInitializeFailed(InitializationFailureReason error) {} public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs e) { return PurchaseProcessingResult.Complete; } public void OnPurchaseFailed(Product item, PurchaseFailureReason r) {} } 

在这个示例代码中,我们已经在Start()方法中创build,添加和初始化了所有的ConfigurationBuilder

但是, 即使在这样做之前 ,你应该能够find你的调用结果: UnityPurchasing.Initialize(this, builder);

我会这样做,因为,你得到的失败是:

 "BuyProductID FAIL. Not initialized." 

所以,我们知道在void BuyProductID(string productId)调用if (IsInitialized())返回false,导致:

 else { // ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or retrying initiailization. Debug.Log("BuyProductID FAIL. Not initialized."); } 

这里是IsInitialized()方法:

 private bool IsInitialized() { // Only say we are initialized if both the Purchasing references are set. return m_StoreController != null && m_StoreExtensionProvider != null; } 

所以, m_StoreControllerm_StoreExtensionProvider是null …现在让我们看看两个IStoreListenercallback:

 // // --- 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); } 

检查你的debugging日志(或在每个方法中放置一个断点)…之前调用UnityPurchasing.Initialize(this, builder); – 你在哪?

  • OnInitialized
  • OnInitializeFailed

你需要知道你是否获得OnInitialized成功,因此初始化m_StoreControllerm_StoreController

更新1

不知道您是否从Unity文档咨询过这些页面; 第一个有iTunes Connect的IAP设置和你的Xcode项目的演练,第二个提供了额外的信息:

  • Unity:为Apple App Store进行configuration 。
  • Unity:商店指南,iOS和Mac App Store 。

我想你在Itune连接上创build了一个IAP产品,产品ID在代码和itune连接之间进行匹配,捆绑ID是正确的:

也许你没有在项目设置中select团队 。 您还需要创build一个沙盒testing员帐户,并在testing设备上注销真正的appstore帐户,以便完全testingIAP

我收到“收到0件商品”,直到填写了联系方式,银行信息和税务信息。 我很生气,我不能让它工作超过2个月。

由于这是我在应用程序购买设置的第一个IOS阻塞我的项目是填写税收和银行信息。 一旦完成,我可以用沙箱帐户进行testing。

我有同样的问题。 之后,我尝试将其应用于paid applications合同(联系信息,税务信息,银行信息)上的“iTunes连接”,尝试直接链接https://itunesconnect.apple.com/WebObjects/iTunesConnect.woa/da/ jumpTo?页=合同