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IOS 應用內購買不可用產品

[英]IOS In App Purchasing Unavailable Product

我一直試圖通過 TestFlight 讓 Unity IAP 與 IOS 一起工作一段時間,但無濟於事。 這是我的錯誤,我懷疑可能是這種情況。 我向 Apple 提交了我的應用程序,但我有一些選擇錯誤,所以他們拒絕了它。 現在我的 IAP 在這個“需要開發者行動”state 中。 似乎沒有什么可以讓他們擺脫困境。

App Store Connect IAP 產品

這可能是問題所在,但我在幾個地方讀到 TestFlight 不需要“已批准”的 IAP 產品才能正常工作,但“需要開發人員操作”可能有所不同。 我什至不確定為什么 IAP 在這個 state 中。 他們都是完整的。 我認為蘋果在他們批准您的應用程序之前不會將它們標記為“已批准”? 我從“功能”選項卡中單獨提交了一些 IAP 產品,它們現在也是“需要開發人員操作”。 任何人都可以解釋一下嗎?

我通過我的 iPhone 調試到 Xcode 運行游戲,每個產品都出現此錯誤:

(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)

Unavailable product com.BlueFlamingoGames.Aeroplane._10_tickets -com.BlueFlamingoGames.Aeroplane._10_tickets
UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
System.Action:Invoke()
UnityEngine.Purchasing.Extension.UnityUtil:Update()

也許這可以通過“需要開發人員操作”來解釋,或者這就是為什么我的 IAP 被標記為“需要開發人員操作”的原因? 我真的一點頭緒都沒有。

我確實設法讓這一切都適用於 Google Play。 這是完全相同的代碼,除了初始化 Play Store 而不是 App Store,以及 Store ID 的不同。 所以,我相信代碼很好。 無論如何,如果有用的話,我會附在下面。 這就是我對 go 的全部了解,所以歡迎任何想法。

using System.Collections;
using System.Collections.Generic;
using UnityEngine.Purchasing;
using UnityEngine;
using System;

public class Purchaser : MonoBehaviour, IStoreListener
{

    public static Purchaser Instance;

    private void Awake()
    {
        if (Instance != null)
            Destroy(gameObject);
        else
        {
            Instance = this;
            DontDestroyOnLoad(this.gameObject);
        }
    }

    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 _3_tickets = "com.BlueFlamingoGames.Aeroplane._3_tickets";
    public static string _5_tickets = "com.BlueFlamingoGames.Aeroplane._6_tickets";
    public static string _10_tickets = "com.BlueFlamingoGames.Aeroplane._10_tickets";
    public static string remove_ads = "com.BlueFlamingoGames.Aeroplane.removeAds";

    public static string kProductIDNonConsumable = "nonconsumable";
    public static string kProductIDConsumable = "consumable";
    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";

    void Start()
    {
        // If we haven't set up the Unity Purchasing reference
        if (m_StoreController == null)
        {
            Debug.Log("SETUP");
            // 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());
        Debug.Log("Initialize");
        builder.AddProduct(_3_tickets, ProductType.Consumable, new IDs(){
                { _3_tickets, AppleAppStore.Name },
                { _3_tickets, GooglePlay.Name },
            });
        builder.AddProduct(_5_tickets, ProductType.Consumable, new IDs(){
                { _5_tickets, AppleAppStore.Name },
                { _5_tickets, GooglePlay.Name },
            });
        builder.AddProduct(_10_tickets, ProductType.Consumable, new IDs(){
                { _10_tickets, AppleAppStore.Name },
                { _10_tickets, GooglePlay.Name },
            });
        builder.AddProduct(remove_ads, ProductType.NonConsumable, new IDs(){
                { remove_ads, AppleAppStore.Name },
                { remove_ads, GooglePlay.Name },
            });

        foreach (string ID in SaveLoadManager.planeIDs)
        {
            string id = "com.BlueFlamingoGames.Aeroplane." + ID;
            builder.AddProduct(id, ProductType.NonConsumable, new IDs(){
                { id, AppleAppStore.Name },
                { id, GooglePlay.Name },
            });
        }
        foreach (string ID in SaveLoadManager.characterIDs)
        {
            string id = "com.BlueFlamingoGames.Aeroplane." + ID;
            builder.AddProduct(id, ProductType.NonConsumable, new IDs(){
                { id, AppleAppStore.Name },
                { id, GooglePlay.Name },
            });
        }
        //builder.AddProduct(DHC2Beaver, ProductType.Consumable);
        // Add a product to sell / restore by way of its identifier, associating the general identifier
        // with its store-specific identifiers.
        // 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);
    }


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


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


    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.
        foreach(string ID in SaveLoadManager.planeIDs)
        {
            String app_id = "com.BlueFlamingoGames.Aeroplane." + ID;
            if (String.Equals(args.purchasedProduct.definition.id, app_id, StringComparison.Ordinal))
            {
                Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
                SaveLoadPlayerData.Instance.earn_characterOrPlane(ID);
                return PurchaseProcessingResult.Complete;
            }
        }
        foreach (string ID in SaveLoadManager.characterIDs)
        {
            String app_id = "com.BlueFlamingoGames.Aeroplane." + ID;
            if (String.Equals(args.purchasedProduct.definition.id, app_id, StringComparison.Ordinal))
            {
                Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
                SaveLoadPlayerData.Instance.earn_characterOrPlane(ID);
                return PurchaseProcessingResult.Complete;
            }
        }

        if (String.Equals(args.purchasedProduct.definition.id, _3_tickets, StringComparison.Ordinal))
        {
            Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
            int tickets = SaveLoadPlayerData.Instance.get_tickets();
            SaveLoadPlayerData.Instance.set_tickets(tickets + 3);
            return PurchaseProcessingResult.Complete;
        }

        if (String.Equals(args.purchasedProduct.definition.id, _5_tickets, StringComparison.Ordinal))
        {
            Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
            int tickets = SaveLoadPlayerData.Instance.get_tickets();
            SaveLoadPlayerData.Instance.set_tickets(tickets + 6);
            return PurchaseProcessingResult.Complete;
        }

        if (String.Equals(args.purchasedProduct.definition.id, _10_tickets, StringComparison.Ordinal))
        {
            Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
            int tickets = SaveLoadPlayerData.Instance.get_tickets();
            SaveLoadPlayerData.Instance.set_tickets(tickets + 10);
            return PurchaseProcessingResult.Complete;
        }

        if (String.Equals(args.purchasedProduct.definition.id, remove_ads, StringComparison.Ordinal))
        {
            Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
            SaveLoadPlayerData.Instance.remove_ads();
            return PurchaseProcessingResult.Complete;
        }

我遇到了和你一樣的問題點擊購買時,彈出window顯示服務不可用我設備的日志output和你的完全一樣我的代碼可以在googleplay上正常使用我猜我的問題的原因是因為我在中國,我開發的產品是全球性的 我還在努力找出原因 希望得到一個解決方案

原來我沒有填寫一些銀行標准。 確保填寫所有必要信息。

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