Unity IAP没有初始化

时间:2016-06-09 23:11:18

标签: ios unity3d in-app-purchase app-store

我使用Unity"购买者脚本"(在Unity的IAP示例中)测试IAP,但他们在测试期间没有在手机上初始化,即使他们初始化并通过在编辑器中。我理解Unity编辑器总是通过IAP,这意味着我没有在Apple端的某个地方做过一步。 iTunes连接说明IAP必须随应用程序更新一起提交,所以我看不出如何在iTunes Connect上单独创建IAP进行测试。有人可以帮我理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。另外,我已经确定我的产品ID与我脚本中的产品ID匹配。

摘要:

  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,它在我的脚本中有一个匹配的产品ID,这是Unity提供的"购买者脚本" (如下所示:https://unity3d.com/learn/tutorials/topics/analytics/integrating-unity-iap-your-game
  3. 错误是在购买初始化时失败。
  4. 购买者代码:

    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()
    

6 个答案:

答案 0 :(得分:6)

我认为你已经解决了这个问题。如果不是,我将在Apple Developer页面上分享我如何做到这一点的截图:

1-将应用程序上传到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。我相信你在这里有“提交修改”状态的项目。如你所见,我已经批准并在我的团结项目中工作。 approved

3-IAP项目应在24小时后激活(对于testflight批准的用户)。要添加用户,您必须转到Apple Developer Console并在其中编辑配置文件中的角色。

4-如果你做了所有这些(我相信你做了);唯一剩下的就是XCode方面。但是,我建议您将场景中的IAP脚本添加为空对象,以确保它已初始化并且您有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 - 对团队配置的进一步帮助:提供一些有用的帮助。 Apple IAP Documentation - &gt;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正在运行,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,并等待24小时,以确保Apple将更改应用到您的应用程序。

请告诉我们。

感谢。

答案 1 :(得分:4)

我收到“收到0件商品”,直到我填写了联系信息,银行信息和税务信息。我太生气了,不能让它工作超过2个月。

答案 2 :(得分:3)

因此,在您的代码中,有Start()号召唤InitializePurchasing(),然后设置ConfigurationBuilder并最终调用:

UnityPurchasing.Initialize(this, builder);

我认为您正在使用您不需要的内容设置构建器,特别是 GooglePlay 产品ID。例如。来自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);

我会通过仅使用单个商店(iOS App Store)的详细信息调用AddProduct来启动。 *(我还会删除你不需要的所有代码,额外的耗材产品,因为它只是用你不需要的东西堵塞你的代码,使得更难以弄清楚正在发生的事情)_。< / p>

例如,来自Unity 3d pages之一:

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) {}
}

在该示例代码中,我已在ConfigurationBuilder方法中创建,添加并初始化Start() ...

然而,在执行此操作之前,您应该能够找到致电的结果:UnityPurchasing.Initialize(this, builder); ...

我会这样做因为,你得到的失败是:

"BuyProductID FAIL. Not initialized."

因此,我们知道if (IsInitialized())中对void BuyProductID(string productId)的调用返回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;
}

因此,m_StoreControllerm_StoreExtensionProvider中的一个为空...现在让我们看看两个IStoreListener回调:

//  
// --- 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);
}

检查调试日志(或在每个方法中设置一个断点)...在之前调用UnityPurchasing.Initialize(this, builder);之后 - 你得到了什么?

  • OnInitialized
  • OnInitializeFailed

您需要知道自己是否获得OnInitialized成功,因此初始化m_StoreControllerm_StoreController

更新1

不确定您是否从Unity文档中查阅过这些页面;第一部分介绍了iTunesConnect和Xcode项目的IAP设置,第二部分提供了其他信息:

答案 3 :(得分:2)

我想你在Itune connect上创建了一个IAP产品,产品ID在代码和itune connect之间匹配,并且bundle Id是正确的:

也许您没有在项目设置中选择团队。您还需要创建一个沙盒测试人员帐户并在测试设备上注销真实的appstore帐户以进行全面测试IAP

答案 4 :(得分:0)

由于这是我在应用购买设置中的第一个IOS,阻止我的项目是填写税收和银行信息。完成后,我就可以使用沙箱帐户进行测试。

答案 5 :(得分:0)

我有同样的问题。之后,我尝试将其应用于paid applications合同上的“itunes connect”(联系信息,税务信息,银行信息) 试试这个直接链接 https://itunesconnect.apple.com/WebObjects/iTunesConnect.woa/da/jumpTo?page=contracts