IAP questions
8bitninja
Member Posts: 367
Could someone please confirm if this logic will work or not. I've tested with an adhoc but when I touch the button all that happens is the sound fx plays.
Also, will this work for my restore button or do I need to add the CallBack attribute and request purchase data behavior there also?
Thanks!
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You are trying to make the purchase before the purchase table has had time to fill. You need to put the buy behaviour in a condition that checks that the callback attribute for the purchase table fill is 1.
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Something like this?
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This will trigger the buy every time you load the scene containing that logic, as the only condition it is checking is the callback attribute. Add another condition to check that the purchase hasn't already been requested.
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Thank you so much for your help @Armelline I really appreciate it. Hopefully this will work now.
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Does anyone know Between Adhoc or Testflight which one would be the better environment for giving some kind of feedback during testing?
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That should hopefully work, but IAP can be very fussy! There are still lots of considerations not being accounted for, but that should work for a bare-bones approach. Been on my feet for the past 12 hours, which is about 11.5 hours more than my feet can handle these days, so I could easily be missing lots of things, though! Will look again with fresher eyes tomorrow.
I recommend Testflight, but people have success with ad hoc too.
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Thanks, @Armelline for all your help. Please get some rest
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8bitninja Do you success yet ?
Yes! If anyone else is having issues with this, this logic totally works!
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Thank, but i still got confuse . What condition attribute game.lose_.. to true for .
The buttons for my lose screen are hidden on my game screen. So, in order to not get pressed during game play I have that condition on them.
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,
I do all exactly what you did but, it give me error message "Authentication is required. You need to sign into google play account" .
do you have any idea ?
Sorry, @Tomvn - My game is for iOS only right now. I really don't know anything about the google play side of things.
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Ok, Thank @8bitninja -
i thought is same thing.
Thank you again.
No problem @Tomvn - best of luck!
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So everything worked great in testflight, I added the IAP to the latest version of my game in iTunes connect (IAP status is Approved) along with the latest version of the game but when trying to purchase it in my now live version of the game nothing happens. maybe there is a time period before it starts working? If anyone knows anything about this or has had a similar experience please let me know. Thanks!
(Update) I guess it was just a time period thing because everything is working fine now!
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I don't want to start a new topic so i will put my problem here sorry
my game have iAP and i did everything correct i add a test account on google developed setting and i can see same as this image here
but its need an credit card so i put a working credit card but when i click to purchase its says credit card rejected i don't understand this should be for test only is there any way to test it without credit card.
This forum thread helped a lot, thanks!
I have just a single non consumable IAP in my game for removing Ads, could anyone please confirm this should work?
My purchase table:
My Buy button:
and my Restore button:
Also I have a game boolean attribute RemoveAds and an actor with a Load Attribute for this. I'm just a bit confused still about to save the attribute or the table at the end when "Purchase is True".
@fZolee That looks like it should work. You could save the table but for just one IAP saving just that attribute will be fine. Your logic looks good to me but be sure to test with TestFlight before releasing.
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