i cant still get my iap to work on adhoc.

guillefaceguilleface Member Posts: 1,014
hi all i keep getting this error " in-app purchase error, product identifier was not recognized", do i need to upload my binary to test iap? so far i created my iap in iTunes connect and they are waiting for screenshot,but no matter what i do i keep getting the same error, can some one tell me what exactly can cause that error please.

Comments

  • mounted88mounted88 Member Posts: 1,113
    Do you have your IAP identifier in your game using tables?
  • guillefaceguilleface Member Posts: 1,014
    hi yes i do.
  • guillefaceguilleface Member Posts: 1,014
    this is my rule, when touch is pressed
    produc id tableCellValue( game.Table IAP ,1,1)
    change attribute "money" to money.+(tableCellValue( game.Table IAP ,1,2))
    save table

    so in my iap table row 1,column 1, i have my id = cashof1000
    and in itunes connect my id is cashof1000

  • mounted88mounted88 Member Posts: 1,113
    Your money attribute should be game.money, I believe.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Yeah it should be a attribute link not typed. Make sure everything is identical including any capital letters.
  • guillefaceguilleface Member Posts: 1,014
    yeah thats how i have it game.money , i also instead of selecting the id from the table i typed the id cashof1000 so it looks like this
    produc id cashof1000
    change attribute game.money to game.money.+(tableCellValue( game.Table IAP ,1,2)),
    in the viewer when i click the actor i do get the money but in the adhoc i get the same error,
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Download the iTunes connect developer guide and read through the IAP section and check that you're doing everything correctly in setting it up on both ends. I just did an IAP test last week and it worked fine.
  • guillefaceguilleface Member Posts: 1,014
    hi, i am testing now a non consumable iap , but i dont get this
    If you enable content hosting, you must upload your content before you submit it to Apple for review. You create an in-app purchase content package in Xcode (with a .pkg file extension) and upload it with Application Loader or Xcode. Once your content has been processed, your in-app purchase is available for testing in the sandbox environment. what exactly do i send then , my game binary? on my last 4 games i have one non consumable iap on each and i never send them nothing, i test them on adhoc and they did work.
  • mounted88mounted88 Member Posts: 1,113
    hi, i am testing now a non consumable iap , but i dont get this
    If you enable content hosting, you must upload your content before you submit it to Apple for review. You create an in-app purchase content package in Xcode (with a .pkg file extension) and upload it with Application Loader or Xcode. Once your content has been processed, your in-app purchase is available for testing in the sandbox environment. what exactly do i send then , my game binary? on my last 4 games i have one non consumable iap on each and i never send them nothing, i test them on adhoc and they did work.
    Unless something changed, you don't need to send anything for IAP. You set them up on iTunes connect, and in your game and it should work if you did that properly.

    The only time you send them anything is when you upload your binary for overall approval.
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