Unity IAP 未初始化

2023-11-25

我使用 Unity“购买者脚本”(在 Unity 的 IAP 示例中)来测试 IAP,但它们在测试期间不会在手机上初始化,即使它们确实初始化并传递到编辑器中。我知道 Unity 编辑器总是通过 IAP,因此这意味着我没有在 Apple 方面采取任何步骤。 iTunes connect 规定 IAP 必须与应用程序更新一起提交,因此我不知道如何在 iTunes Connect 上单独创建 IAP 进行测试。有人可以帮助我了解如何初始化和使用 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,我已确保我的产品 ID 与我的脚本中的产品 ID 相匹配。

概括:

  1. IAP 在 Unity 编辑器中工作,而不是在 iPhone 上工作
  2. 我在 itunes connect 上创建了 IAP,它有一个与我的脚本中的产品 ID 相匹配的产品 ID,即 Unity 提供的“购买者脚本” (此处显示:https://unity3d.com/learn/tutorials/topics/analytics/integrating-unity-iap-your-game)
  3. 购买初始化时出错,失败。

买家代码:

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()

在我填写联系信息、银行信息和税务信息之前,我一直收到“收到 0 个产品”。我很生气,我不能让它工作超过两个月。

本文内容由网友自发贡献,版权归原作者所有,本站不承担相应法律责任。如您发现有涉嫌抄袭侵权的内容,请联系:hwhale#tublm.com(使用前将#替换为@)

Unity IAP 未初始化 的相关文章

  • 如何获取 iTunes connect 团队 ID 和团队名称?

    我正在写下一个Appfile for fastlane 我的问题是我已经有了team name and team id在 Apple 开发中心 但我无法获取iTunes Connect ID itc team id 我正在与不同的团队合作
  • AVAssetExportSession.requestExportSession 回调从未被调用(swift 3,iOS10)

    以下代码从不调用导出回调 导出会话创建得很好 我没有看到任何错误 也没有任何进展 CPU 为 0 我认为没有例外 状态为 1 进行中 进度为 0 错误为零 视频在画廊中播放 我可以成功获取视频的图像 我已将代码提取到单个 UIViewCon
  • NSString cString 已弃用。还有什么选择呢?

    我还有一个新手问题 我编写了一段代码 将 NSString 转换为 NSMutableData 以模拟 webService 结果 然而事实证明 cString 已被弃用 你能帮我更换它吗 这是我的代码 NSString testXMLDa
  • 使 UITableView 中的动态更新内容可供 VoiceOver 访问

    我正在努力让我的应用程序更易于访问 到目前为止 标签和提示等标准可访问性正在创造奇迹 然而 我在动态更新 UITableView 中显示的内容时遇到了问题 表的每一行大约每秒更新一次 但如果我尝试在此时创建每个单元格的accessibili
  • 在UIView中画线

    我需要在 UIView 中画一条水平线 最简单的方法是什么 例如 我想在 y coord 200 处画一条黑色水平线 我没有使用界面生成器 也许这有点晚了 但我想补充一点 有更好的方法 使用 UIView 很简单 但相对较慢 此方法会覆盖视
  • 隐藏标签栏并删除空格

    有没有办法隐藏选项卡栏并删除剩余的空间 大约 50px I tried self tabBarController tabBar hidden true self extendedLayoutIncludesOpaqueBars true
  • AVPlayer Swift:如何隐藏控件并禁用横向视图?

    因为这是我的第一篇文章 所以简单介绍一下我 通常我设计东西 主要是 UI 但我真的很想跨入编程领域 以便更好地理解你们 所以我决定构建一个小应用程序来开始 所以我已经花了几个小时试图解决这个问题 这是我的第一个应用程序项目 所以我为我的新手
  • 未找到 ios 的 React 本机基本标头

    在 iOS 链接阶段 我开始看到我的 React Native 项目出现错误 反应本机版本 0 41 2 0 40 0 39 一切正常 我编辑了 Android 版本 React Native 代码没有改变 当这种链接错误开始出现并带有标题
  • iOS 7 MapKit 崩溃:[VKRasterOverlayTileSource invalidateRect:level:] 中的 EXC_BAD_ACCESS

    我仅在 iOS 7 上遇到无法重现的崩溃 我大量使用 MKOverlayRenderer 在地图上绘制形状 iOS 6 上不会发生此崩溃 任何与此相关的想法都会有用 Exception Type EXC BAD ACCESS Code KE
  • Mac App Store 应用内购买的在线收据验证

    对于 iOS 的应用内购买 我们可以使用在线 API 进行验证 http developer apple com library ios documentation NetworkingInternet Conceptual StoreKi
  • 设置单元格数据后如何更新 UICollectionView 中单元格的大小?

    所以我有一个 UICollectionView 每个单元格中都有不同大小的不同图像 当调用 cellForItemAtIndexPath 时 我使用一种方法更新 UICollectionViewCell 该方法在 Web 上异步获取图像并显
  • Android 和 iOS 中的应用程序文件大小差异

    通过使用两个应用程序分发服务 Android 市场和 Apple 应用程序商店 我发现了一个谜团 Apple 应用程序的文件大小通常大于 Android 应用程序 我似乎找不到任何对这些差异的解释 而且这似乎是一个未触及的主题 我尝试过分配
  • 推送通知中的设备令牌

    我只想向某些用户发送推送通知 根据我在苹果文档中所经历的内容 注册推送通知的代码是这样的 void applicationDidFinishLaunching UIApplication app other setup tasks here
  • 如何从静态图像中读取二维码

    我知道你可以使用AVFoundation使用设备的摄像头扫描 QR 码 现在问题来了 我该如何从静态中做到这一点UIImage object Neimsz 的 Swift 4 版本answer https stackoverflow com
  • iTunes connect 不允许输入多行描述

    我刚刚向 App Store 提交了我的第一个应用程序 但 iTunes Connect 中的描述字段存在问题 它不允许我输入多行值 我已经尝试了一切 从不同的编辑器复制粘贴 手动输入等 如果有一行 例如 Hello world 则保存成功
  • 从 UnityWebGL jslib 返回字符串

    我想使用 jslib 来获取网址参数 像这样的代码 jslib GetUrl function var s var strUrl window location search var getSearch strUrl split var g
  • 控制 NSLayoutManager 中自定义文本属性周围的间距

    我有一个习惯NSLayoutManager我用来绘制药丸状标记的子类 我使用自定义属性为子字符串绘制这些标记 TokenAttribute 我会画画没有问题 但是 我需要在范围周围添加一些 填充 TokenAttribute 这样标记的圆角
  • UIButton 图像调整大小/缩放以适合

    我有一个非常严重的问题 我不知道如何解决 我正在对 UIButtons 框架进行动画处理 当我对其进行动画处理时 我希望按钮中的图像缩放到与按钮相同的大小 它无需在我的 iPhone 模拟器上执行任何操作即可运行 但是当我在 iPad 模拟
  • Swift 3 Web 视图

    所以我刚刚更新到新的Xcode8 and Swift3但现在我的网络视图不起作用 这是我使用的代码 UIWebView loadRequest webView NSURLRequest URL NSURL string http hardw
  • 无效的 Swift 支持 - 文件位置不正确

    我一直在尝试将新版本上传到 iTunes Connect 来更新应用程序 我第一次使用 xCode 6 但收到了一封来自 Apple 的电子邮件 内容如下 亲爱的开发者 我们发现您最近交付的 应用程序 存在一个或多个问题 要处理您的交货 必

随机推荐