web-dev-qa-db-ja.com

Unity IAPが初期化されていません

Unityの「購入者スクリプト」(UnityのIAPの例)を使用してIAPをテストしましたが、初期化してエディターに渡しても、テスト中に電話で初期化されません。 Unity Editorは常にIAPを渡すので、Apple側のどこかで手順を実行しなかったということを理解しています。iTunes接続では、IAPはアプリの更新と共に送信する必要があると記載されているため、方法がわかりませんiTunes Connectでテスト用にIAPを個別に作成することができます。IAPを初期化して使用するために、ここからどこに行くのかを誰かに教えてもらえますか?すべてのヘルプに感謝します。

注:これは、IAPを含まないアプリのアップデートです。また、私の製品IDがスクリプト内の製品IDと一致することを確認しました。

概要:

  1. IAPはiPhoneではなくUnityエディターで機能します
  2. ITunes接続でIAPを作成しました。これには、スクリプトに含まれるものと一致する製品IDが含まれています。これは、Unityが提供する「購入者スクリプト」です(ここに表示されます: https://unity3d.com/learn/tutorials)。/topics/analytics/integrating-unity-iap-your-game
  3. 購入の初期化でエラーが発生し、失敗しました。

購入者コード:

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エラー:

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()
7
Ryan Cocuzzo

あなたはすでに問題を解決していると思います。そうでない場合は、Apple Developer page:

1-アプリをtestflightにアップロードします(XCodeまたはアプリケーションローダーを使用してアプリをコンソールにアップロードします)-このステップはすでに完了しています。

2-機能に移動 Features を追加し、必要な数のアイテムを追加します。 「改訂のために送信」ステータスのアイテムがあると思います。ご覧のとおり、私はそれを承認し、私のUnityプロジェクトで作業しています。 approved

3- IAPアイテムは、24時間後にテストでアクティブになるはずです(テストフライトで承認されたユーザーの場合)。ユーザーを追加するには、 Apple Developer Console にアクセスして、プロビジョニングプロファイルのロールを編集する必要があります。

4-もしあなたがそのすべてをしたなら(私はあなたがしたと思う)残っているのはXCode側だけです。ただし、IAPスクリプトを空のオブジェクトとしてシーンに追加して、IAPスクリプトが初期化されていること、およびすべてを適切に設定するための十分な時間を確保することをお勧めします。

5- XCODE:IAP機能を追加するには、プロビジョニングプロファイルに適切な権限を設定し、機能を追加する必要があります XCODE

6-チームのプロビジョニングに関するさらなる支援:いくつかの有用な支援を提供します。 Apple IAP Documentation -> IAP機能を確認すると、Xcodeは証明書を更新します。

とにかく、あなたと同じ問題が発生しました。GoogleIAPは機能していましたが、iOSビルドは購入プロセスに失敗していました。私の最後のアドバイスは、すべてのコード/設定/証明書を確認し、24時間待ってAppleがアプリに変更を適用したことを確認することです。

教えてください。

ありがとう。

6
Cabrra

Contact Info、Bank Info、Tax Infoを入力するまで、「Received 0 products」を受け取っていました。私はとても怒っていたので、2か月以上それを機能させることができませんでした。

4
MaxTyT

したがって、コードには、Start()を呼び出すInitializePurchasing()への呼び出しがあり、これによりConfigurationBuilderが設定され、最終的には次のように呼び出されます。

_UnityPurchasing.Initialize(this, builder);
_

不要なもの、具体的にはGooglePlay商品IDを使用してビルダーを設定していると思います。例えば。 InitializePurchasing()メソッドから:

_// 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);
_

私は単一のストア(iOS App Store)の詳細のみでAddProductを呼び出すことから始めます。 *(必要のないすべてのコード、追加の消耗品も削除します。これは、不要なものでコードが詰まり、何が起こっているのかを理解するのが難しくなるためです)_。

たとえば、 nity 3dページ の1つから:

_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) {}
}
_

そのコード例では、ConfigurationBuilderStart()メソッドですべて作成、追加、初期化されています...

ただし、それを行う前でも、次の呼び出しの結果を確認できるはずです:UnityPurchasing.Initialize(this, builder);...

私がこれをするのは、あなたが得ている失敗は:

_"BuyProductID FAIL. Not initialized."
_

したがって、if (IsInitialized())でのvoid BuyProductID(string productId)の呼び出しはfalseを返し、次のようになります。

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

そして、これがIsInitialized()メソッドです:

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

したがって、_m_StoreController_または_m_StoreExtensionProvider_のいずれかがnullです...次に、2つのIStoreListenerコールバックを見てみましょう。

_//  
// --- 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);
}
_

デバッグログを確認します(または、これらの各メソッドにブレークポイントを設定します)... UnityPurchasing.Initialize(this, builder);への以前の呼び出しの後-どちらを取得していますか?

  • OnInitialized
  • OnInitializeFailed

OnInitializedの成功、つまり_m_StoreController_と_m_StoreController_の初期化を行っているかどうかを知る必要があります。

アップデート1

Unityのドキュメントからこれらのページを参照したかどうかはわかりません。 1つ目はiTunesConnectとXcodeプロジェクトのIAPセットアップのウォークスルーで、2つ目は追加情報を提供します。

3
Gavin Hope

Itune接続でIAP製品を作成し、製品IDがコードとitune接続で一致し、バンドルIDが正しいと思います。

プロジェクト設定でTeamを選択していない可能性があります。 IAPを完全にテストするには、サンドボックステスターアカウントを作成し、テストデバイスで実際のアプリストアアカウントをログアウトする必要もあります。

2
Son Le

これが初めてのIOSアプリ購入の設定で、ブロックする項目は税金と銀行情報の入力でした。それが完了すると、サンドボックスアカウントでテストすることができました。

0
Chongozz

同じ問題があります。その後、paid applications(連絡先情報、税務情報、銀行情報)この直接リンクを試してください https://itunesconnect.Apple.com/WebObjects/iTunesConnect.woa/da/jumpTo?page=contracts

0
ittus