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:
- IAP 在 Unity 编辑器中工作,而不是在 iPhone 上工作
- 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)
- 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()