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如何让 Unity IAP 与 Google Play IAB 一起工作?

[英]How to get Unity IAP work with Google Play IAB?

I have complete all steps from Unity IAP Tutorial.我已经完成了 Unity IAP 教程中的所有步骤。

Unity IAP 设置

But my game is still being review in Google Play Console.但我的游戏仍在 Google Play Console 中进行审核。 I know I don't need to wait for review under internal testing.我知道我不需要等待内部测试的审查。 But all informations I can get from internet tell me that, at least, I need to put my app in Alpha state.但是我可以从互联网上获得的所有信息都告诉我,至少,我需要将我的应用程序置于 Alpha 状态。 If I am wrong, please let me know.如果我错了,请告诉我。

阿尔法测试

And my code is like this:我的代码是这样的:

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;
using Veewo.Systems.Base;

// Placing the Purchaser class in the CompleteProject namespace allows it to interact with ScoreManager, 
// one of the existing Survival Shooter scripts.
namespace Veewo.Systems
{
    // Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
    public class IAPSystem : SystemBase, IStoreListener
    {
        private static IStoreController m_StoreController;          // The Unity Purchasing system.
        private static IExtensionProvider m_StoreExtensionProvider; // The 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.)

        // General product identifiers for the consumable, non-consumable, and subscription products.
        // Use these handles in the code to reference which product to purchase. Also use these values 
        // when defining the Product Identifiers on the store. Except, for illustration purposes, the 
        // kProductIDSubscription - it has custom Apple and Google identifiers. We declare their store-
        // specific mapping to Unity Purchasing's AddProduct, below.
        public static string kProductIDConsumable =    "veewo.pi.diamond600";   
        public static string kProductIDNonConsumable = "veewo.pi.limited.goldheropiece";
        public static string kProductIDSubscription =  "subscription"; 

        // Apple App Store-specific product identifier for the subscription product.
        private static string kProductNameAppleSubscription =  "com.unity3d.subscription.new";

        // Google Play Store-specific product identifier subscription product.
        private static string kProductNameGooglePlaySubscription =  "com.unity3d.subscription.original";

        protected override void OnInitialize()
        {
            base.OnInitialize();
            // 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() 
        {
            Debug.Log("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.
            ConfigurationBuilder builder;
//            if (Application.platform == RuntimePlatform.Android
//                && StandardPurchasingModule.Instance().appStore == AppStore.GooglePlay)
//            {
//                builder = ConfigurationBuilder.Instance(
//                    Google.Play.Billing.GooglePlayStoreModule.Instance());
//            }
//            else
//            {
                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);
            // Continue adding the non-consumable product.
            builder.AddProduct(kProductIDNonConsumable, ProductType.NonConsumable);
            // And finish adding the subscription product. Notice this uses store-specific IDs, illustrating
            // if the Product ID was configured differently between Apple and Google stores. Also note that
            // one uses the general kProductIDSubscription handle inside the game - the store-specific IDs 
            // must only be referenced here. 
//            builder.AddProduct(kProductIDSubscription, ProductType.Subscription, new IDs(){
//                { kProductNameAppleSubscription, AppleAppStore.Name },
//                { kProductNameGooglePlaySubscription, GooglePlay.Name },
//            });

            // 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);
            Debug.Log("UnityPurchasing.Initialize");
        }


        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 BuyNonConsumable()
        {
            // Buy the non-consumable product using its general identifier. Expect a response either 
            // through ProcessPurchase or OnPurchaseFailed asynchronously.
            BuyProductID(kProductIDNonConsumable);
        }


        public void BuySubscription()
        {
            // Buy the subscription product using its the general identifier. Expect a response either 
            // through ProcessPurchase or OnPurchaseFailed asynchronously.
            // Notice how we use the general product identifier in spite of this ID being mapped to
            // custom store-specific identifiers above.
            BuyProductID(kProductIDSubscription);
        }


        void BuyProductID(string productId)
        {
            // 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.");
            }
        }


        // Restore purchases previously made by this customer. Some platforms automatically restore purchases, like Google. 
        // Apple currently requires explicit purchase restoration for IAP, conditionally displaying a password prompt.
        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));
                // The consumable item has been successfully purchased, add 100 coins to the player's in-game score.
                //TODO:
            }
            // Or ... a non-consumable product has been purchased by this user.
            else if (String.Equals(args.purchasedProduct.definition.id, kProductIDNonConsumable, StringComparison.Ordinal))
            {
                Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
                // TODO: The non-consumable item has been successfully purchased, grant this item to the player.
            }
            // Or ... a subscription product has been purchased by this user.
            else if (String.Equals(args.purchasedProduct.definition.id, kProductIDSubscription, StringComparison.Ordinal))
            {
                Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
                // TODO: The subscription item has been successfully purchased, grant this to the player.
            }
            // 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 whether this product has completely been received, or if the application needs 
            // to be reminded of this purchase at next app launch. Use PurchaseProcessingResult.Pending when still 
            // 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 to guide their troubleshooting actions.
            Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}", product.definition.storeSpecificId, failureReason));
        }

        public IEnumerable<Product> GetAllProducts()
        {
            if (!IsInitialized()) yield break;

            foreach (var product in m_StoreController.products.set)
            {
                yield return product;
            }
        }
    }
}

I am quite sure that product key is correct.我很确定产品密钥是正确的。

产品密钥

But I still can't get this work.但我仍然无法完成这项工作。 I tested in BlueStack4 and Android9 mobile, all failed.我在 BlueStack4 和 Android9 手机上测试过,都失败了。 Can't get UnityPurchasing.Initialize done with OnInitialized called.无法在UnityPurchasing.Initialize OnInitialized UnityPurchasing.Initialize完成UnityPurchasing.Initialize

Logs in bluestack are: bluestack 中的日志是:

10-29 09:51:17.193  5183  5203 I Unity   : UnityIAP Version: 2.1.1
10-29 09:51:17.219  5183  5203 I UnityIAP: Starting in-app billing setup.
10-29 09:51:17.221  5183  5183 I UnityIAP: Billing service connected.
10-29 09:51:17.222  5183  5203 I Unity   : UnityPurchasing.Initialize
10-29 09:51:17.224  5183  5238 I UnityIAP: Billing Service Manager invoking callback 1 of 1
10-29 09:51:17.224  5183  5238 I UnityIAP: Checking for in-app billing 3 support.
10-29 09:51:17.224  4671  4683 W Finsky  : [291] iec.a(16): com.veewo.alienland: No account found.
10-29 09:51:17.226  5183  5238 D UnityIAP: onIabSetupFinished: 3
10-29 09:51:17.226  5183  5238 I UnityIAP: Failed to setup IAB. Notifying Unity...
10-29 09:51:17.276  5183  5203 I Unity   : OnInitializeFailed InitializationFailureReason:PurchasingUnavailable
10-29 09:51:17.276  5183  5203 I Unity   : UnityEngine.Logger:Log(LogType, Object)
10-29 09:51:17.276  5183  5203 I Unity   : Veewo.Systems.IAPSystem:OnInitializeFailed(InitializationFailureReason)
10-29 09:51:17.276  5183  5203 I Unity   : UnityEngine.Purchasing.Extension.UnityUtil:Update()
10-29 09:51:17.276  5183  5203 I Unity   :
10-29 09:51:17.276  5183  5203 I Unity   : (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
10-29 09:51:17.276  5183  5203 I Unity   :
10-29 09:51:30.322  1962  3360 I NetworkScheduler.Stats: Task com.google.android.gms/com.google.android.gms.auth.account.be.legacy.AuthCronService started execution. cause:4 exec_start_elapsed_seconds: 1056 [CONTEXT service_id=218 ]
10-29 09:51:32.652  4671  4707 E Finsky  : [314] log.b(1): Error while refreshing device settings: network time: 32342, HTTP status code: na, exception com.android.volley.TimeoutError. Retrying.
10-29 09:51:32.652  4671  4707 E Finsky  : network time: 32342, HTTP status code: na, exception com.android.volley.TimeoutError
10-29 09:51:32.652  4671  4707 E Finsky  :      at vqf.hq(PG)
10-29 09:51:32.652  4671  4707 E Finsky  :      at czn.r(PG:2)
10-29 09:51:32.652  4671  4707 E Finsky  :      at exo.r(PG:3)
10-29 09:51:32.652  4671  4707 E Finsky  :      at czg.run(PG:3)
10-29 09:51:32.652  4671  4707 E Finsky  :      at android.os.Handler.handleCallback(Handler.java:751)
10-29 09:51:32.652  4671  4707 E Finsky  :      at android.os.Handler.dispatchMessage(Handler.java:95)
10-29 09:51:32.652  4671  4707 E Finsky  :      at android.os.Looper.loop(Looper.java:154)
10-29 09:51:32.652  4671  4707 E Finsky  :      at android.app.ActivityThread.main(ActivityThread.java:6138)
10-29 09:51:32.652  4671  4707 E Finsky  :      at java.lang.reflect.Method.invoke(Native Method)
10-29 09:51:32.652  4671  4707 E Finsky  :      at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:893)
10-29 09:51:32.652  4671  4707 E Finsky  :      at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:783)
10-29 09:51:32.653  4671  4704 E Finsky  : [311] lon.b(-1): Error getting device settings.
10-29 09:51:32.653  4671  4704 E Finsky  : network time: 32342, HTTP status code: na, exception com.android.volley.TimeoutError
10-29 09:51:32.653  4671  4704 E Finsky  :      at vqf.hq(PG)
10-29 09:51:32.653  4671  4704 E Finsky  :      at czn.r(PG:2)
10-29 09:51:32.653  4671  4704 E Finsky  :      at exo.r(PG:3)
10-29 09:51:32.653  4671  4704 E Finsky  :      at czg.run(PG:3)
10-29 09:51:32.653  4671  4704 E Finsky  :      at android.os.Handler.handleCallback(Handler.java:751)
10-29 09:51:32.653  4671  4704 E Finsky  :      at android.os.Handler.dispatchMessage(Handler.java:95)
10-29 09:51:32.653  4671  4704 E Finsky  :      at android.os.Looper.loop(Looper.java:154)
10-29 09:51:32.653  4671  4704 E Finsky  :      at android.app.ActivityThread.main(ActivityThread.java:6138)
10-29 09:51:32.653  4671  4704 E Finsky  :      at java.lang.reflect.Method.invoke(Native Method)
10-29 09:51:32.653  4671  4704 E Finsky  :      at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:893)
10-29 09:51:32.653  4671  4704 E Finsky  :      at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:783)
10-29 09:51:32.653  4671  4707 I Finsky  : [314] abij.n(4): SCH: jobFinished: 31-305419896. TimeElapsed: 32344ms.
10-29 09:51:32.653  4671  4671 I Finsky  : [1] abgy.c(7): SCH: Job 31-305419896 finished. Rescheduling.
10-29 09:51:32.653  4671  4671 I Finsky  : [1] abgx.handleMessage(60): SCH: RunningQueue size: 0, PendingQueue size: 0
10-29 09:51:32.654  4671  4671 I Finsky  : [1] abgx.handleMessage(26): SCH: Executor finished
10-29 09:51:32.658  4671  4671 I Finsky  : [1] abjk.b(5): SCH: Jobs in database: 1-1337 24-77777777 26-1414141414 31-305419896
10-29 09:51:32.659  4671  4671 I Finsky  : [1] abhw.d(37): SCH: ConstraintMapping: 24-77777777,  -> L: 0ms, D: 24834708ms, C: false, I: true, N: 0
10-29 09:51:32.660  4671  4671 I Finsky  : [1] abhw.d(37): SCH: ConstraintMapping: 1-1337, 31-305419896,  -> L: 127994ms, D: 32437706ms, C: false, I: false, N: 1
10-29 09:51:32.660  4671  4671 I Finsky  : [1] abhw.d(37): SCH: ConstraintMapping: 26-1414141414,  -> L: 29458222ms, D: 30358222ms, C: false, I: false, N: 0
10-29 09:51:32.662  4671  4671 I Finsky  : [1] abhw.f(7): SCH: Cancelling existing jobscheduler jobs: 9000 9005
10-29 09:51:32.662  4671  4671 I Finsky  : [1] abhw.e(23): SCH: Scheduling job Id: 9001, L: 0, D: 24834708, C: false, I: true, N: 0
10-29 09:51:32.663  4671  4671 I Finsky  : [1] abhw.e(23): SCH: Scheduling job Id: 9002, L: 127994, D: 32437706, C: false, I: false, N: 1
10-29 09:51:32.664  4671  4671 I Finsky  : [1] abhw.e(23): SCH: Scheduling job Id: 9003, L: 29458222, D: 30358222, C: false, I: false, N: 0

It is been 4 days that I can't get this work.已经 4 天了,我无法完成这项工作。 All my guess are:我所有的猜测是:

  1. Network problem, I am in China, and can't get connect to Google Service, although I use VPN, but it is not stable.网络问题,我在中国,无法连接谷歌服务,虽然我使用VPN,但不稳定。
  2. I don't setup Unity IAP correct我没有正确设置 Unity IAP
  3. I need to wait for Google Play Console review finished, and wait for its state become published.我需要等待 Google Play Console 审核完成,并等待其状态发布。
  4. I don't use correct Google Account login in my phone.我没有在手机中使用正确的 Google 帐户登录。 I use the same account to google play account, and I already add it to test account list, should I use a new account?我使用与google play 相同的帐户,并且我已经将其添加到测试帐户列表中,我应该使用新帐户吗?

I am so confused now, and don't know what to do next.我现在很迷茫,不知道下一步该怎么办。 Please help me.请帮我。

Seems like your code is correct.看起来你的代码是正确的。 But your app needs to be released already.但是您的应用程序需要已经发布。 If it's in review it's not gonna work.如果它在审查中,它就行不通了。 Just wait fill it's approved.只需等待填写它的批准。

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